For extra breakdowns and previous work head to https://www.artstation.com/andrefelipe.
First of All I'd like to introduce myself!
My name's André Felipe and I'm a 3D Environment artist from Brazil. My passion is making game environments, especially stylized ones, I live and breathe my art and can't fathom doing anything else with my life!
For this submission I tweaked one of my most recent pieces, Paradiso Viatum, the second installment in my Paradiso Series!
I learned so much since the original I figured I'd tweak it and add some of the feedback I got as well as RVT's and an updated focal point and more 'tech'!
Down here we have my material for the landscape and a video showcase of how I used RVT's to get a nice blend of colors on the grass, super simple material!
Here are the meat and 'taters of my scene! This prop master material has it all, RVT HeightBlend, world position Z-up grass, gradient mapping for the albedo, or if you'd like just a flat color as an overlay!
It even has the static switch for the floaty rocks you see! As previously, video demo and material showcase down under :)
Grass shader with strand-based color gradient, wind gradient, color and wind variation based on windlines that are worldspace and some worldspace color variation that I turned off because of the RVT's? YES PLEASE!
It's my baby.
NEXT is the material for my trees!
These fluffy trees were first introduced by Pontus Karlsson in a Unity tutorial, I ported it to UE with the help of Johannes Burström and some of my own tweaking!
What happens here is that we get a fairly low-poly quadmesh and set every face's UV's to the 0-1 space, we then billboard each face with an alpha applied et-voilá! It gets a nice effect. This shader is in no way production-ready, even though I managed to get great performance using GPU Instancing, over-draw is a concern.
This is it! Thank you for making it this far!
You might've seen the original scene previously, if not and you'd like to see it, I made a video breakdown for stylized station on my first iteration of this scene. I remade it for this post because of how much I've learned since then.