Elizaveta Makhova - Procedural things and FX
Hallo, I'm a russian child from Nepal studying game art in the Netherlands. I started exploring procedural modeling, FX and texture art this year and I plan to focus on this for now. In this entry you'll see some of the things I made for the first game I'm making with other students.
In my first team project i decided to take on the role of a technical artist. I have been working on this for about 2 weeks and so far i have a few main effects and tillable textures among other smaller things.
I started with a few concepts for the effect and decided on the violet flame variation.
Then I moved to Houdini to create procedural "tentacle" animation for the flames. Exporting it was one of the biggest struggles, but I've learned a lot in the process.
I've made animated material directly in Unreal and tested it on singular cones.
Then i compiled it with a particle system and some lights into a blueprint to implement it in the game.
These are my first successful attempts making materials in Substance Designer. They tile well and have fake depth. I used parallax occlusion for the seafloor and tessellation for the wood planks.
Fish and corals
The corals are generated in Houdini procedurally, so they can be placed in game with a random seed to avoid repetition. I've unwrapped them directly in Houdini trying to make the UV maps similar for any shape, so they can use the same material. Then i textured them in Substance Painter.
And finished it off with interactive Niagara system with fish that can fly around the corals or follow the player if needed. The material for them is also animated, so they are extra wiggly.
I will improve and iterate on this for the next few weeks, but I'm still happy with how it looks so far. And I really enjoy the process of learning new tricks and solving problems, hopefully i will get to decent level at it soon.
Thank you for your time :)