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Stylized Mediterranean Ruins

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 boat was definitely the trickiest in terms of modelling difficulty, but I'm happy with the final result.

The boat was definitely the trickiest in terms of modelling difficulty, but I'm happy with the final result.

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.

Water Shader Node Graph. The waves are created with 4 simple panning wave normal maps.

Water Shader Node Graph. The waves are created with 4 simple panning wave normal maps.

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.

Leaf Quadmesh to billboard shader node graph

Leaf Quadmesh to billboard shader node graph