Hi everyone,
There is most of the Shaders/Tools/Houdini Digital Asset that I've made for our third-year game project called Sînnaya at LISAA - The Higher Institute of Applied Arts.
We are a team of 9 students :
TECHNICAL ARTISTS:
Antonis FORT
Nathan BENZAQUEN :
https://www.artstation.com/b_nathan
GAME ARTIST:
Mario PRELY:
https://www.artstation.com/mp_mariooo
Augustin MARTY-EUGENE
https://www.artstation.com/augustin_marty_eugene
Adriel TURK
https://www.artstation.com/adriel47
Killian HEMPEL
GAME DESIGNERS:
Pierre NEVEU
Clara CAHOURS DE VIRGILE
Lenny CHARRIER
Sînnaya - Trailer
Sînnaya - Walkthrough
This Shader is working in World Space, to create some blend between two different textures. It allows alot of flexibity and avoid as much as possible any tiling effect that you can find in a huge environment scene.
For the magical stone of the Sînnaya Scepter, I wanted to create a random rotational movement effect on the X, Y, and Z axes without using a Blueprint (which could cause significant performance issues). Instead, I implemented it entirely in the shader.
For the Ishtar Portal, the goal was to create a depth effect using a Parallax Occlusion Mapping technique, enhanced with multiple textures to give it a liquid-like appearance. The effect was also largely implemented in HLSL.
This is a 2D fractal shader effect created with HLSL, allowing exponential iterations through the use of a for-loop and producing mesmerizing visuals.
The stair destruction effect was created using a Houdini rigid-body simulation, which was baked into Vertex Animation Textures (VAT) for Unreal Engine.
Cristal Shader using Substrate-Material and Parallax Occlusion.
The Random Scatter Blueprint proved to be extremely useful, as it allowed us to create arrays of different Static Meshes and convert them into Hierarchical Instanced Static Meshes (HISM). This gave us precise control over how clusters were instanced.
This is a Houdini Digital Asset used to create procedural stylized rocks. The goal is to generate performant rock assets based on an external shape, suitable for instancing.
This Houdini Digital Asset was used to generate vines on an existing mesh. The vines react to physics through a Vellum simulation to achieve more realistic behavior.