
I created this environment within Unreal Engine 4 with the intention of creating a photorealistic environment which could be used in real time. I'm used to created assets and landscapes within UE4 so decided to focus as much as possible on things I wasn't comfortable with such as particle systems and water shaders.
One of the important things I kept in mind while creating this level was to make it look and feel like a lived-in environment, and I did this by adding endemic life such as bugs and birds to add a level of realism to it. Seen to the right are 3 of the particle systems created using Niagara to add Fish, Butterfly's and Birds into the level using a few different methods. The Birds and Butterfly's spawn in a centre point and pivot out in a circle using the "Vortex" node with a negative force. The Fish however, includes 2 emitters, one for spawning the fish and one for spawning invisible particles that choose where the fish swim to. They pick a random particle and follow it until it despawns and they choose another. Also seen to the right is the material used for the birds (which is very similar on all). It showcases how the static bird mesh uses the material and a second UV set to move the wings in a random, non-uniform way.
Another thing I heavily focused on when creating this environment was a realistic water shader which I could customise until it best fit its location. I did this using parameters and switches within the main material to control the colour of the water in different depths, edge foam, wave scale and much more as seen to the right in the video and image of the master material. It took me a few different attempts on different days until I finally had a water shader that I was happy with and allowed me to change what I needed to with ease.
I am happy with the outcome of this project and will try to create more versions of this scene using different lighting and post processing options to see if it changes the feel of the environment.