Before the gem is activated by player distance (the level is supposed to be dark so the player has to almost *feel* their way through until they find these major light sources).
After the gem is activated (by player distance)
This shot is a little old now, but not too much has changed. This will end up being the final room of the level, so I want it to really sing when I'm finished with it.
Placeholder vines made using custom assets and procedural code I built. I mostly made them so I had a model to use when coding my wind effects in UE5.
Some placeholder shrubbery. Made using the same process as the other foliage.
Early prototyping of an idea I had for emerging platforms. I think I'm going to scrap this design, but I might rework a version of it into the final scene.
Prototyping some simple particle effects and the distance glowing effect.
My main pillar material along with the material function I wrote that drives the emission-based glow of everything in the level.
The material function checks a parameter collection to see where it should draw a mask that allows materials to glow.
A personal learning project in Unreal Engine. All of the models, textures, sculpt bakes, shaders, material functions, blueprints, and animations were made by me. The main goal is to learn more about the systems of UE5. The visual goal was to create a scene in which the player can activate pillars to light up a cave, but the player also has a less powerful version of the same effect around them that's just enough to help them stumble their way through to the end of the level.
Most of the assets are very basic because I was focusing more on learning the tools and systems of UE5. Maybe one day I'll come back to this, but I'm moving on to other things for now.