Grecian Coastal Scene - Unreal Engine 5

Final Render with completed Lighting and Post-Processing.

Final Render with completed Lighting and Post-Processing.

Lighting Breakdown. (From Left to Right) Unlit, Detail Lighting, and Lit.

Lighting Breakdown. (From Left to Right) Unlit, Detail Lighting, and Lit.

Post Processing Material Breakdown.

Post Processing Material Breakdown.

Support / Detail Street View Shot #1.

Support / Detail Street View Shot #1.

Support Shot #2.

Support Shot #2.

Reference Photo. Art by Sam Park.

Reference Photo. Art by Sam Park.

This was a collaborative environment scene I worked on made in Unreal Engine 5. We took inspiration from painter Sam Park, an artist from Seoul that traveled Europe and made many beautiful oil painted landscapes from the countries he visited. Our goal with this piece was to recreate one of these locations and keep the oil painted style intact as we recreated it in 3D, but with our own twist. As the lighting artist, I took it upon myself to do research with the help of my team to find out how to make this happen. The answer we found utilized Unreal Engine's post-processing materials and world space normals to map a tiled brushstroke texture to all the normals in the scene and having the brushtrokes "stick" to the building. This meant that you could now move around within the scene and the oil paint stye would remain intact no matter where you put the camera!
Overall this project was very fun to work on and a fanstastic learning experience for everyone involved.

Modeling and Texturing done by Angelica Gonzales and Christine Vo.
Foliage created in SpeedTree by Christine Vo.
Lighting and Post-Processing done by me.