This is a continuation of my final project on the stylized assets course at CGMA by Ashleigh Warner, I wanted to work on storytelling with this project so I tried to make that more of a focus this time around.
The water, tree and brick shaders are all built from the ground up, and I wanted to push myself out of my comfort zone by dipping my toes in some more technical environment art.
I used Blender - Substance painter - UE5 as my main workflow.
The water shader uses a distance field to create the ripple effect, which alters the refraction and interacts with the wave normals to create the foam.
The leaves here use a quadmesh to billboard shader, with a fresnel that increases the SSS closer to the edges of the mesh. It has options for Gradients and emssive too.