Basalt Pillars - Timed Challenge


Unreal Engine 4: 

I wanted to challenge myself to see how far in a project I could get over one week using only free time I had each night after work, which ended up around ~25 hours.

The inspiration behind this was the Giant's Causeway (and other similar locations of Basalt Pillars). I've always loved the contrast behind the strong geometric look paired with other natural organic shapes.


What I Was Able to Accomplish (With Time Breakdown):
     General Planning:
          Basic Layout Sketches & Reference Gather : 5 hrs
     Models:
          Single Variation - Basalt Pillar [Zbrush] : 3 hrs
          Single Variation - Vine; attaches to pillar [Zbrush] : 2 hrs
     Materials:
          Basalt; for basalt pillars [Substance Painter/Designer] : 4 hrs
          Moss; for vertex blending (was in progress) [Substance Designer] : 1.5 hrs
          Leaf; entirely procedural generated [Substance Designer] : 7 hrs (including parameter expose/setup for in-engine variation)
     Unreal Engine 4:
          General Terrain : 2 hrs
          Basic/Test lighting set up : 2 hrs


What I Additionally Had Planned:
     Models:
          Two+ Variation - Basalt Pillar
          Two+ Variation - Vine
          Three+ Variation - Rocks (Med-Large)
          Three+ Variation - Rocks (Small)
     Materials:
          Grass; generated from same material used for leaf
          Vine; for vine variations
          Sand; for the beachfront
          Rocky Sand; for additional vertex blending/variation
          Rock; for the rock variations & vertex blending
     Unreal Engine 4:
          Water Shader/Material
          Finalize Terrain, Placement, Lighting, Post Processing
          Potential of small VFX additions
          

I've included some images from the process below:
 
    
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