Bilgewater
Breaking the illusion

Breaking the illusion

Above is my material network for my lightning and/or clouds. Sadly, Unreal doesn't have any sort of "delay" node in its material networks (really only blueprints), so I ended up creating this in order to pan and pause when I wanted.

Above is my material network for my lightning and/or clouds. Sadly, Unreal doesn't have any sort of "delay" node in its material networks (really only blueprints), so I ended up creating this in order to pan and pause when I wanted.

Based off of concepts by the very talented Patrick Faulwetter.
Special thanks to Jean-Eric Khalife and Marcos Shih for making this all possible.

I normally build out full environments in Unreal, but I wanted to shake things up this time and try messing around with matte painting. By choosing an island as my main playable area, it allowed me to make the rest of the scene a matte painting as the player would never get that far. Doing it this way definitely saved a lot of time as I didn't have to model out any assets or texture anything other than the Island.
Modeled in Maya, sculpted in Zbrush, baked in Marmoset, textured in Substance Painter, and the matte painting was made in Photoshop.