Mountain Run

Mountain Run was a chance to show off everything I've learned in Unreal up to this point. I knew going in I wanted to do a large stylized outdoor scene to flex my ability to set up and set dress a natural outdoor environment while establishing a stylized look. In terms of style I wanted to try creating an Initial D anime aesthetic. For this project, I modeled the car, the stylized foliage and trees, The bridge, the Road, sculpted the landscape, and created all the textures myself in Substance. I built and auto landscape material from scratch, a custom spline mesh blueprint that uses an array to place multiple meshes along a spline, a spline decal blueprint that places decals along splines, created a mask variations function to add dirt and dust across key assets in the scene and set up RVT blend materials for all terrain assets.

All materials and assets not mentioned above were pulled from megascans and the unreal marketplace.

Marketplace assets
Cartoon Sky Shader
Megascan cliff models
Used in the nonstylized environment
Automotive Materials
MW Broadleaf Tree Forest Bic

Post-processing material graph used to get the overall stylized look.

Post-processing material graph used to get the overall stylized look.

part 1

part 1

part 2

part 2

All the Materials I used in the scene were built from a custom smart material I made in substance painter

All the Materials I used in the scene were built from a custom smart material I made in substance painter

RVT Material Blend

RVT Material Blend

Trees and Foliage

Trees and Foliage

I wanted all the leaves to have I painter-like look to them this I created the leaf mask with various brushes.

I wanted all the leaves to have I painter-like look to them this I created the leaf mask with various brushes.

Trunk Hi res sculpt, Baked Normals, Base Color

Trunk Hi res sculpt, Baked Normals, Base Color

Tree Variation mask

Tree Variation mask

Base tree texture blend

Base tree texture blend

to get the look I wanted for the car I used a combination of texturing methods in substance in tandem with a custom stylized post-processing material technique I learned.

to get the look I wanted for the car I used a combination of texturing methods in substance in tandem with a custom stylized post-processing material technique I learned.

I used a simple blueprint containing multiple meshes combined with a material that offsets in order to create the line art.

I used a simple blueprint containing multiple meshes combined with a material that offsets in order to create the line art.

Offset Material

Offset Material

I built this scene as a foundation for the final product using a auto-landscape material I built from scratch.

I built this scene as a foundation for the final product using a auto-landscape material I built from scratch.

Auto landscape showcase.

Car Dirt Mask

Car Dirt Mask

Car Mesh

Car Mesh

Assets I created for the first pass

Assets I created for the first pass

created custom variations and dirt masks for multiple assets in the scene.

created custom variations and dirt masks for multiple assets in the scene.

Material Function for RGB dirt masks.

Material Function for RGB dirt masks.

Inside RGB dirt mask Material Function.

Inside RGB dirt mask Material Function.

original Spline mesh demo before I added the array function.

Spline decal demo.