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Primordial — Realtime Scene

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. :)

A GIF of the shot

A GIF of the shot

Viewport footage. With all the bells and whistles turned on, the engine's running ~10fps. Running on a GTX 1070 with raytraced shadows.

Viewport footage. With all the bells and whistles turned on, the engine's running ~10fps. Running on a GTX 1070 with raytraced shadows.

Initial sculpt + in-engine shot progression

Initial sculpt + in-engine shot progression

Clip and shot progression