Mystical Cave Environment

Summary

With the emergence of text-prompt AI art technologies, I had the idea to create an AI-assisted environment using Unreal Engine 5 related keywords, as text-prompt input.

The concept of this environment was created with the assistance of Midjourney AI. The purpose of this project was to merge UE5’s Nanite and Lumen features with the newly emerging AI Art technology to showcase my environment-building and lighting skills in Unreal Engine 5.

Development Information

Role: Environment Artist, Lighting Artist

Tools: Unreal Engine 5, Blender, Substance 3D Painter, Photoshop, Quixel Megascans, Quixel Bridge, After Effects

Duration: Late September 2022 - October 2022

Theme: Fantasy, Action-Adventure

Status: Completed

My Role As Environment Artist

As the trend of AI generated art become more apparent, like many others, I had the idea to create a real-time environment based on concept images generated by Midjourney AI. Using Midjourney AI, I fed its Discord bot with text-prompts including keywords such as:

“Unreal Engine 5”, “UE5 fantasy environment with volumetric fog”, “3D cave with water stream”, “Landscape photography”, “Dramatic mood lighting”, “Bioluminescent water”, “Cool tones”, “Overgrown foliage”, “Dead trees”, “Post-processing with bloom”, “Lumen”, “Nanite”, “Quixel megascans”, “Photorealistic”, “Highly-detailed”, “Screen-space reflections”, “4k”, etc.

While using this new method of concepting environments using AI, I was having difficulty creating a consistent set of concept images from different angles due to the high amount of variation each time the AI is fed the same text-prompt. To overcome this, I chose which aspects from each concept image I thought would work best with the final concept image pictured above. Some of the aspects borrowed from other concept images I generated using AI include the sandy entrance, the mysterious man floating in the light, and the abundance of neon butterflies which can be seen in the final concept image as simple lights.

In Blender, I imported the final concept image as a reference and used the Unreal Engine default mannequin to get an accurate proportional scale of the cave. Once I set up the camera to frame the reference image, I modeled the cave using a hollow cylinder and aligned the cylinder mesh along the cave walls in the image. To add detail to the cave mesh I used a subdivision modifier to subdivide the mesh’s faces, and a displace modifier to offset vertices and create a bumpy surface. I initially had trouble figuring out the length of the cave, but after adding cubes to represent the boulders I was able to accurately recreate the size.

Before building the environment in UE5, I made an asset list including all the assets that I would need to collect from Quixel Megascans, these assets included ground, rocks, and foliage. When collecting these assets through Quixel Bridge, I avoided any assets that overly contrasted each other, and strived to create a more natural appearance by choosing plant types that could be found next to each other. For the ground of the cave, I initially created and sculpted a UE5 landscape to use as a positioning guide for the individual Quixel ground assets. After trying multiple strategies, I found that the quickest way to place ground Megascans was to layout the assets in a flat grid and position them along the landscape guide in rows, and then individually if I needed to. As I painted the foliage I began by adding the larger details first like the trees and the overgrown shrubs by the river, then I worked my way down to the smaller details like the grass, mushrooms, rocks, and bones. By starting from the larger details, I avoid over-dressing the set with too many small details which tend to drown out the more important aspects of the environment. Although the use of premade Quixel Megascans assets sped up my process of creating the environment, a reoccurring challenge I faced which slowed down my process was creating a cohesive atmosphere that allowed fantasy elements to be integrated without interrupting the realism of the level. In retrospect, spending more time brainstorming during the early design stages of the level design would have made the environment more cohesive and would have sped up the building process.

In the final concept image, the blue lights in the background gave me the idea to create a group of neon butterflies using a Niagara particle system in UE5. In Blender I created a butterfly mesh and took it into UE5 where I manipulated the mesh’s wings to look wavy. I achieved this by editing its material to use a looping grayscale gradient texture that would move up when dark, and move down when light. Additionally, I added a looping gradient to the material which used the colors of the butterfly texture to cycle through and emit its own emissive neon colors as it flapped its wings.

Final Concept Image

Midjourney AI Alberto Rosado - 2022

In-Engine Footage

UE5 Alberto Rosado - 2022

Modeling Cave In Blender, Building Environment in UE5

Blender UE5 Alberto Rosado - 2022

My Role As Lighting Artist

When creating the lighting for the level I wanted to achieve a well lit area using only “natural” lighting to give the player the impression of being in an undisturbed cave. I used two directional lights, with the first one being the actual sun for the brightness of the environment, and the second one for the purpose of real-time god rays. For this cave, I wanted to have a mysterious atmosphere which meant that I had to keep it dark. I wanted to light the entire environment without having to intensify the directional light which would remove too many shadows, so I utilized the landscape guide underneath the ground Megascans and positioned it at a slight offset from the actual ground which caused it to peek through low points in the ground, like cracks. I then applied an emissive material which cycled through a gradient between a shade of blue and purple, giving the environment a mystical mood while also creating additional shadows on the boulders.

After some experimenting, I had the idea to apply the same concept to the river. After applying the same material to the ground underneath the river, I created a variant of the same material to change the colors of the gradient to shades of green and blue, in addition to how fast the material cycled through the gradient, which complimented the movement of the water better. Although the new material for the ground underneath the river worked, it had to be bright enough to light the surrounding area for good visibility. This brightness caused the light source to be white and washed out the details of the water above it, to fix this, I intensified the refraction of the water ripples and decreased the noise pattern sizes in the water material to exaggerate its wave and ripple details. By making these changes to the water material, I was also able to project the water’s ripple and color changing patterns onto the walls, ceilings, and rocks of the surrounding cave.

Creating the real-time lighting was more of a challenge compared to creating the lighting for the still shots. When creating the real-time lighting it was difficult to design a good result using the reference images which only looked good from certain angles. To get better results I redesigned my lighting to have a good amount of visibility for every camera angle that I had set up and left it very basic. From here, I took screenshots of each camera angle and exported them into Photoshop where I was able to composite them to give me a better idea of what a good final result should look like. Returning to UE5 to fix the lighting became more productive with the new level lighting reference images.

My Duties Included:

- Concepting and designing a real-time fantasy environment with the assistance of AI generated concept art

  • Researching Midjourney AI text-prompt parameters

  • Becoming skilled in generating text-prompt AI Art

- 3D Modeling the cave in Blender

  • Setting up references for proportional modeling

  • UV Unwrapping

  • Using different modifiers to speed up modeling process

- Environment Artist

  • Designing a cohesive fantasy environment

  • Creating and collecting concept reference images

  • Creating asset list from references

  • Sculpting landscape to use as ground Megascan asset positioning guide

  • Blocking out environment to have an accurately scaled cave mesh

  • Dressing environment with Quixel Megascans including foliage, rocks, and ground assets

  • Creating and editing materials for immersive visuals

  • Creating butterfly textures in photoshop

  • Designing Niagara particle system to look like butterflies

- Lighting Artist

  • Blocking out lighting for still images and real-time gameplay

  • Designing lighting based on composition of various camera angles

  • Iterating on previous lighting passes

  • Editing Lumen settings and reflection captures for lighting quality

  • Exporting still images into Photoshop for compositing reference

  • Learning and becoming knowledgeable in UE5’s volumetric fog and atmosphere settings

- Optimizing run-time performance

  • Budgeting Texture Streaming Pool by Bulk Editing textures via Property Matrix

  • Generating and editing nanite mesh settings for all static objects

  • Editing LOD settings for foliage

- Setting up camera rigs for screenshots and cinematic shots

  • Created screenshots using photography knowledge

- Creating the post-processing

Updated Lighting Pass

UE5 Alberto Rosado 2022

Original Lighting Pass

UE5 Alberto Rosado 2022

Updated Lighting Pass

UE5 Alberto Rosado 2022

Original Lighting Pass

UE5 Alberto Rosado 2022

Updated Lighting Pass

UE5 Alberto Rosado 2022

Original Lighting Pass

UE5 Alberto Rosado 2022