Lighting and Rendering - Washed Ashore

Final Render
I created fire effects using emitters in Niagara.

Moodboard

Moodboard

Creating the landmass in Gaea Quadspinner. I created a dip in the middle of the bay because I had some issues adding depth to the water once I had brough the terrain into Unreal Engine 5.

Creating the landmass in Gaea Quadspinner. I created a dip in the middle of the bay because I had some issues adding depth to the water once I had brough the terrain into Unreal Engine 5.

Landmass Imported into Unreal Engine 5.

Landmass Imported into Unreal Engine 5.

The landscape material that used ID's from Gaea to assign material placement.

The landscape material that used ID's from Gaea to assign material placement.

I kit-bashed a cave using assets from Quixel.

I kit-bashed a cave using assets from Quixel.

I created the ocean around the island using Unreal's built in water plugin.

I created the ocean around the island using Unreal's built in water plugin.

I created foliage on the Island using Unreal 5.2's new PCG toolset.

I created foliage on the Island using Unreal 5.2's new PCG toolset.

I created facial animation with the IOS Live link face app.

I created facial animation with the IOS Live link face app.

I created my metahuman from scan data using a 360 scanner.

I created my metahuman from scan data using a 360 scanner.

Processed pointcloud data

Processed pointcloud data

This was a project I worked on for my Lighting and Rendering course during university. I used this project as a testing grounds for a variety of different techniques such as the pipeline of Gaea to Unreal Engine 5 for landscapes. It was also my first time using the Live Link Face app and Niagara, on top of having not used point cloud data before.