Unreal Engine 5 // Ancient Power

It may seem to you that this is some kind of effect, but in fact it is a story of the struggle against sampling and new technologies (Nanite / Virt. Shadow maps / Lumen). Next step: 5.2 project with Strata.

Final version

First iteration

A bit of Nuke grading

Unreal Scene

Core geo and UDIMs, fast packing.
Event Horizon refs direction

Core geo and UDIMs, fast packing.
Event Horizon refs direction

Rig and animation setup. I made 4 points and skinned the packed geometry

Rig and animation setup. I made 4 points and skinned the packed geometry

Fast texturing in Mari. Pretty uniform, wanted to check how comfortable Mari is in the workflow

Fast texturing in Mari. Pretty uniform, wanted to check how comfortable Mari is in the workflow

I assembled one object from several megascans and exported it from Unreal, then converted Core to VDB and subtracted it from stones mesh

I assembled one object from several megascans and exported it from Unreal, then converted Core to VDB and subtracted it from stones mesh

Here I separated the destructible part and the static part

Here I separated the destructible part and the static part

After fracture i smooth the edges of the pieces. Until the moment of destruction in the video, we see a completely static part, which is later replaced by smoothed skeletal mesh.

After fracture i smooth the edges of the pieces. Until the moment of destruction in the video, we see a completely static part, which is later replaced by smoothed skeletal mesh.

Background mountains from Gaea

Background mountains from Gaea

Ground mesh from Gaea

Ground mesh from Gaea

Gaea -> Houdini -> Static Mesh.
Gaea has the ability to save the mesh, but I like to extrude the polygons from the heightmap so that I have more space for mesh optimization