We’re happy to show you an exclusive work, produced by Allegorithmic’s CG and technical artist Gaëtan Lassagne.
Mountain_01_GaЙtan_Lassagne
Gaëtan Lassagne is an accomplished artist and technical specialist that works in Allegorithmic, helping the company with design, programming and optimization of its tools. He’s also a texturing teacher at Université d’Auvergne IUT Le Puy en Velay, where he helps students, preparing for a Bachelor’s Degree. In his spare time, Gaëtan experiments with different tools and creates awesome images. During one of his most recent experiments he created a huge natural landscape in Unreal Engine 4.
Building A Scene
The base of the mountain was created in World Machine. I wanted to learn it so it was a good test case to see how it goes and how fast I could get the result I wanted. The construction was pretty simple. I mixed some base shapes (generated or imported as bitmaps from Substance Designer), added different kind of relief depending on the position, generated some masks.
terrain_and_masks
Then I created the base materials in Substance Designer: frozen snow (quite bright/reflective to add some contrast to the scene), ice and stone.
Mountain_08_Ice_GaЙtan_Lassagne
Once I gathered everything in Unreal Engine, I created the terrain shader using the masks and Substance plugin to directly import my substances and have the possibility to modify some parameters to get what I needed.
ue4_matinee
Setting up the Atmosphere
For the scene mood I played with different things:
– the shaders (for example, by adding a soft “cold steam” moving over the terrain)
snow_shader_mist
– the particles (snow mist around the mountain or on the ground, some snow flakes)
– the scene fog: by adjusting the density/opacity/distances you can something really interesting
– the post process volume to get a custom color grading and adjust how the scene looks