(2025) An environment built in Unreal 5 as a personal project with the purpose of exploring foliage creation, taking inspiration from the modern Zelda games.
Shader complexity in Unreal. The clouds are created using a temporal dithering node in combination with fresnel to blend out the edges
World Normals
Roughness
A sculpt originally made to be the focal statue model in the scene, but later replaced with the humanoid statue
Various snapshots of the different stages of blockouts and R&D leading up to the final look