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Space Fruits

A personal project created in UE4: An uncharted world, a foggy weather rolling upon green valleys, mystical crystals, a breakthrough discovery that revealed the healing properties of a mysterious fruit. I really wanted to challenge myself by learning a little bit of everything in UE4, and simultaneously create unique content as a medium to unfold the story I had in mind. Enjoy! My pandemic face became useful for something after all.

Play me! Sound on:)

Snapshot of my Premiere setup: I did the SFX by recording my voice (phone) and then edited the recordings in AudioWav to add reverb, remove noise + other audio filters. Track mixing was done using royalty free soundtracks.

Snapshot of my Premiere setup: I did the SFX by recording my voice (phone) and then edited the recordings in AudioWav to add reverb, remove noise + other audio filters. Track mixing was done using royalty free soundtracks.

Snapshot of my camera sequences: Most of the keys are object and camera translations, post process and material properties, object visibility, UV transforms, lighting pulses and key curve adjustments.

Snapshot of my camera sequences: Most of the keys are object and camera translations, post process and material properties, object visibility, UV transforms, lighting pulses and key curve adjustments.

Intro animation: Modeled in 2D, animated UVs + delayed birth time and speed. Material switches, focal length, bloom and exposure variation, camera and object movement + motion blur + key curve adjustments.

Intro animation: Modeled in 2D, animated UVs + delayed birth time and speed. Material switches, focal length, bloom and exposure variation, camera and object movement + motion blur + key curve adjustments.

Terrain module: Created in World Machine, material assembly in Unreal. I needed a simple grassy hills module so I could manually place and sculpt the landscape to maximize silhouette and volume.

Terrain module: Created in World Machine, material assembly in Unreal. I needed a simple grassy hills module so I could manually place and sculpt the landscape to maximize silhouette and volume.

Cloud material: Scrolling texture + scrolling noise to deform the UVs of the 1st texture. Multiplied gradient so there is a start and end to the cloud. Depth Fade enabled and exposed value to soft depth the clouds with surrounding geometry.

Cloud material: Scrolling texture + scrolling noise to deform the UVs of the 1st texture. Multiplied gradient so there is a start and end to the cloud. Depth Fade enabled and exposed value to soft depth the clouds with surrounding geometry.

Crystal material: Animated emissive using a thickness map + scrolling textures + random speed and starting point.

Crystal material: Animated emissive using a thickness map + scrolling textures + random speed and starting point.

Tree branches material: Scrolling texture set + scrolling noise to deform the UVs of the 1st texture set. Masked emissive + scrolling gradient, while being affected by the deformed uvs. Linked to that is a gradient displace to push out the geometry.

Tree branches material: Scrolling texture set + scrolling noise to deform the UVs of the 1st texture set. Masked emissive + scrolling gradient, while being affected by the deformed uvs. Linked to that is a gradient displace to push out the geometry.

Glass: Not fully satisfied with the glass rendering but in the end with some tweaks it looks ok. It did look better by enabling raytracing but it was laggy as hell.

Glass: Not fully satisfied with the glass rendering but in the end with some tweaks it looks ok. It did look better by enabling raytracing but it was laggy as hell.

Rain particle emitter

Rain particle emitter

Light blueprint: Setup and exposed values to animate some lights.

Light blueprint: Setup and exposed values to animate some lights.

Cable blueprint: Really had a hard time to make those cables swing as I did not find any default setting to make a cable to be affected by wind.

Cable blueprint: Really had a hard time to make those cables swing as I did not find any default setting to make a cable to be affected by wind.

Translation scene: Each gummy has a linked lighting rig as I wanted strong angular reflections, but meeeehhhhh, it works without any lag as they don’t cast shadow and as the scene is simple enough.

Translation scene: Each gummy has a linked lighting rig as I wanted strong angular reflections, but meeeehhhhh, it works without any lag as they don’t cast shadow and as the scene is simple enough.

Some notebook basic sketches: It really helps me to know where I am going by keeping it simple.

Some notebook basic sketches: It really helps me to know where I am going by keeping it simple.