The Rings

The Rings

Small set test for what later became the full scene.

Small set test for what later became the full scene.

Node network for my ocean material.

Node network for my ocean material.

Material Function for the Gerstner Waves. Nvidia did a great breakdown on how how these work mathematically that I would highly recommend checking out.

Material Function for the Gerstner Waves. Nvidia did a great breakdown on how how these work mathematically that I would highly recommend checking out.

Here you can see how the Gerstner waves really work. By displacing the actual geo, it is also displacing its UVs. This allows for some really cool interplay between the cos and sin waves warping the UVs in places, allowing for that shifting foam look.

Here you can see how the Gerstner waves really work. By displacing the actual geo, it is also displacing its UVs. This allows for some really cool interplay between the cos and sin waves warping the UVs in places, allowing for that shifting foam look.

Real-time environment done in Unreal Engine 4. The landscape was made in World Machine as well as a base color map that I later improved upon in Substance Painter. Most of the texturing work on the landscape however, was done through distance blends in my materials in Unreal. Splat maps for foliage were also created in World Machine and then used to populate trees, grass, and flowers that I created in speedtree. Rings and rocks were sculpted in Zbrush then textured within Unreal with triplanar projections and slope masks for moss. This scene was a lot to tackle, but arguably the most fun yet difficult part was the ocean. Figuring out the Gerstner waves, how to make the foam, and even just playing around with refraction and emissive parameters made the ocean definitely take the most amount of time.

Original concept by Luka Mivsek which you can find here: https://www.artstation.com/artwork/Ka41VW