Some more UE4 practice!
Sculpted in ZBrush, rigged/animated in Maya, rendered in Unreal.
The volumetric hero clouds were built using Ryan Brucks' volumetric raymarching shader dev:
https://shaderbits.com/blog/creating-volumetric-ray-marcher
The remaining clouds were created using using UE4's 2D raymarching node:
https://shaderbits.com/blog/ray-marched-heightmaps
The base meshes for the fighter jets are from Turbosquid. :)
Clip and shot progression