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Beachside Cove | 3D Environment

An outdoors environment made as part of a course at Futuregames.
I wanted to create a large open space with water, and used this as a chance to learn more about Unreal Engine's water plugin. While I am mostly happy with how the water ended up looking, it created a lot of issues for me with the terrain sculpting and was a huge time-sink for me.
The landscape mostly blends between two different sand materials, but it also has a rock materials for the walls that utilizes tri-plannar projection to avoid texture stretching.

Video Render of the environment.

Final Render 1
A shot from one side of the cove towards the other with the tower as a central piece.

Final Render 1
A shot from one side of the cove towards the other with the tower as a central piece.

Final Render 2
A render from further into the cove overlooking the mouth. 
In the distance you can see more cliffs and another tower out in the ocean.

Final Render 2
A render from further into the cove overlooking the mouth.
In the distance you can see more cliffs and another tower out in the ocean.

Placeholder props used for my initial blockout of the environment.

Placeholder props used for my initial blockout of the environment.

Materials for the three different types of corals.

Materials for the three different types of corals.

Sand materials. 
They use the same base shapes, but the wet sand has weaker normals and more uniform values.

Sand materials.
They use the same base shapes, but the wet sand has weaker normals and more uniform values.

This is a trim sheet I used to add details to the tower. 
The only differences between the trim material and the normal tower material is the Normal and the Ambient Occlusion textures.

This is a trim sheet I used to add details to the tower.
The only differences between the trim material and the normal tower material is the Normal and the Ambient Occlusion textures.