The Lunosphere - Greenhouse Habitat
For my final university project, I wanted to explore foliage creation and large scale modelling and texturing for real-time rendering in Unreal Engine. I envisioned this environment as an oasis respite the player encounters after they've been traversing the wide, desolate and monotonous surface of the Moon.
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The foliage was created using stock photographs that were edited in Photoshop to create atlases.
Blender was used to populate the branches with leaves using its hair particle system.
In-engine, I used blueprints to randomize their scale and rotation based on their position in the world.
The textures were created in Substance Designer as it works really well when creating tileable textures for large surfaces.
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