#Wip- The Zen Forest
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My progress so far in my project
i reeally like the lighting/fog shading of this, it compliments the stylized but high detailed look nicely, the shadows are a really nice soft smokey matte black /dark blue. which the water brings in some lighter blue/green color to contrast, which blends in with the grass. its very nicely balanced but also in a subtle non overpowering way, very clean lol
the only thing i would suggest would be to add some waterfalls in the background coming off the tips of those cliffs, which will both tie in the upper/outter env with the lower/inner env. this will also help to break up the hard edge between cliff and cloud some
you could do a similar thing with vines instead of water as well
maybe a bridge there, depending on context in the outter env
thanks a lot for the feedback, yes I also was planning in add some waterfalls in the background , I just need to first now how to add the waterfall without a simulation because my computer will die if I do the simulation
and maybe a pcg workflow for the vines in the background in a very low resolution since they are going to be in the background
Unreal Engine 5 - River with Waterfall
I created a small scene with Unreal Engine 5 with a waterfall that ends in a small river.
i'd say it doesnt have to be something super complex, its mostly just something in the background to kinda give it a lil motion and help add some more continuity
if this were an open world game, you probably wouldn't be using some real physics sim in a whole lot of places. the new fluid flux looks pretty cool and you could definitely use that in limited capacity but it also definitely has its limitations, and requires higher end hardware, and would probably take lots of debugging to really get it working game ready, probably with limited support from the dev as well
if you did wanna go down the rabbit hole and had the pc for it tho lol fluidninja is the way to go
Small section of river to test out FluidNinja Live in Unreal Engine 5.
Updated with waterfall in this version.
Previous version can be find here:
https://www.youtube.com/watch?v=ciT_SFM61S0
Featuring sand & snow, optimizing for UE5, reworking obsolete content
SEE FULL TUTORIAL: https://youtu.be/3cBo9pHUXUA
Release features: (1) a single simulation driving complex environments (new levels: UseCase 18-A,B - sand, snow) - (2) FloorSnapper utility dynamically aligns volumes with slopes - (3) optimized for UE5: modded basematerials res...
https://www.youtube.com/shorts/izB8ibGqA5c
something super simple would be nice tho
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yeah, I find some basic shader for the waterfall and it kind of work for the background, and for the final result I think I going to use a plane in the waterfall with material of a video of a real waterfall and that should do the trick in a low cost for my pc, thanks for the help ๐
I work in the background adding some waterfalls made with a plane and a shader, I fix the illumination and work in the first plane with a combination between trim sheets and decal mesh because of the semi complex geometry, also I finish the red bridge but I think for the camera angle dont show the details
but still fun to do, Its alse made with trim sheet and decal mesh, I think I going to add a second uv channel for the bridge to have more rusty look
wip of my progress, still need to finish a lot of details but I think the look dev its altmost there, and now I have two camera angles, but I dont now what angle use
You should go check out a sequencer video and learn to put in a camera that flys through your scene
Yes I was thinking in adding a camera later but I with you feedback maybe I add a draft camera to see how its look in the depth
composition looking fly
wip update, a lot of changes, and still a lot of work to do