Hall 00117So somebody named "Freedom's Flame" from the comments of the last video requested that I try to recreate the Kvatch Oblivion Gate from The Elder Scrolls: Oblivion in UE5. Here's the result of a couple of weeks of experimentation. For the most part I was able to maintain a fairly solid 50-65 fps, but the combination of all the particle effects and some nanite meshes that I mistakenly loaded with 8k textures, there's occasionally some micro stutter. Most of the assets used in the scene were created by me, with the exception of a few Megascanned lava rock formations, a wheelbarrow and the knight. The storm visual effects were made using an unreal engine plugin called GoodSky and I created the portal effect by following the excellent material workflow used by Pavel Mazanik over on Artstation (Link : artstation.com/artwork/zOGozD ). The storm sound effects were ripped straight from oblivion and combined into a soundscape in unreal engine as was the song ( "Tension " from the Oblivion OST). For the lighting and general mood I used the ESO Gates of Oblivion trailer as a reference.
You can check out some high-res screenshots of the scene on my artstation profile here: artstation.com/chrisg4919
Oblivion in Unreal Engine 5: Kvatch Oblivion GateHall 001172021-08-16 | So somebody named "Freedom's Flame" from the comments of the last video requested that I try to recreate the Kvatch Oblivion Gate from The Elder Scrolls: Oblivion in UE5. Here's the result of a couple of weeks of experimentation. For the most part I was able to maintain a fairly solid 50-65 fps, but the combination of all the particle effects and some nanite meshes that I mistakenly loaded with 8k textures, there's occasionally some micro stutter. Most of the assets used in the scene were created by me, with the exception of a few Megascanned lava rock formations, a wheelbarrow and the knight. The storm visual effects were made using an unreal engine plugin called GoodSky and I created the portal effect by following the excellent material workflow used by Pavel Mazanik over on Artstation (Link : artstation.com/artwork/zOGozD ). The storm sound effects were ripped straight from oblivion and combined into a soundscape in unreal engine as was the song ( "Tension " from the Oblivion OST). For the lighting and general mood I used the ESO Gates of Oblivion trailer as a reference.
You can check out some high-res screenshots of the scene on my artstation profile here: artstation.com/chrisg4919(4k Reupload) Skyrim in Unreal Engine 5: RiverwoodHall 001172021-12-28 | So I decided to re-render the first part of the video at a higher resolution based on feedback from the last video. Keep in mind nothing in this is realtime anymore as my computer can only handle 1080p at decent framerates.
Again, high resolution renders can be found here: artstation.com/artwork/aGoKRJSkyrim in Unreal Engine 5: RiverwoodHall 001172021-12-26 | I'm not sure what happened but sometime between when I recorded the video and exported the final render the colors became a bit washed out so here's some high res screenshots on my ArtStation portfolio as well: artstation.com/artwork/aGoKRJ
This is an environment I've been using to work on my photogrammetry workflow, and contains a mixture of my own photoscanned assets and materials, megascans and my own substance materials. The pine trees were made by me using Speed Tree, and the Spruce trees were from an unreal market asset pack.
The majority of the environment was made in a few days, but I've been slowly adding to it as I create new photoscans, including many of the stumps and logs, all but one of the stone surfaces, some bark materials and foliage pieces. Almost all of the assets in the scene have nanite enabled and range in polycount from 100,000 to 15 million triangles.
#UE5 #LumenSkyrim in Unreal Engine 5: Western WatchtowerHall 001172021-06-27 | This is just a test I made over the last few days using some of my preexisting materials to see how well they would work with Unreal Engine 5 using nanite. All the assets were made very simply by creating primitives and using displacement maps to add the details. Most of the assets are a million plus tris and the tower itself is around 11 million. Having said that, the entire scene never went over 2 million tris in view at a time according to the nanite stats. The only assets not made by me are the landscape material used in the distance and the pine trees. Using DLSS quality mode I was able to get a solid 70ish fps with a few dips into the low 60s mainly when looking at the trees.
I've been working on a desert themed asset pack recently and decided to see if I could recreate Goodsprings from New Vegas in Unreal Engine 4. Every asset shown in this video was made by me, except for the heightmap for the terrain which I found on the nexus here ( nexusmods.com/newvegas/images/31353 ) and cleaned up in photoshop. I used a lot of tiling textures and kit bashing from a few different projects of mine, including some rock meshes from my Artstation environment.
The goal is to make a well optimized, game ready environment which is why you may see some pop in with the foliage and rocks. So far I'm managing to get 120 fps with my 1070 laptop with everything set to cinematic.
I'm not really sure what to do with this environment, but I'll probably finish up Goodsprings and then release it as a free little environment for people to check out.Artstation Grand Space Opera SubmissionHall 001172021-03-03 | Well I ran out of time to finish the project so I figured I'd submit what I had. Overall I'm pretty happy with the general vibe but I wish I could have finished the project completely. Oh well maybe next time.
Oh and sorry about the low resolution. My 1070 wasn't having a good time with recording at 2k so I had to lower it.Artstation Challenge WIP UE4 RenderHall 001172021-02-24 | Just a quick render of my scene in UE4. You can see my progress here: artstation.com/contests/grand-space-opera-light-age/challenges/97/submissions/60905?sorting=latest[Star Wars VR Project] Features PreviewHall 001172020-07-20 | 0:00 0:11 Laser Deflection(skip to next section if you've had enough of me flailing my arms around) 1:23 Pistol
Here's a small preview of a Star Wars VR project I've been working on in my spare time. All materials, meshes, effects and most of the textures were made by me (the landscape textures were from Quixel). Up next is to figure out some sort of physics based melee system and finish up the worldspace. If you've got any ideas for features you'd like to see let me know.
Sorry for the lag spikes and my terrible laser deflecting skills. Recording seems to make things a bit unstable.
Check out some of my other work on my artstation page : artstation.com/chrisg4919[Star Wars VR Project] Unreal Engine 4 Star Wars warp effectHall 001172020-02-14 | Warp effect I created for a star wars project in Unreal EngineWIP Broken Elm town conceptHall 001172018-05-04 | So I haven't really been able to do any modding for the last few months, but this week with finals finally over I finally found some time to get back to it. This is one of the streets of a town I'm working on for my project. It's loosely based on Boulder, Colorado. As I said in my previous videos this map is mostly for me to practice scripting and story writing, so I think the next update video will probably be me playing through a mission or two.
As always I would really appreciate any feedback and suggestions you have for me.Fallout 4 Broken Elm map updateHall 001172017-12-22 | For the last month or so development on my map has slowed down a bit due to real life obligations, but now that the semester is over I'll be back to working on this mod, so expect to see more updates in the near future! This update is just to showcase the new area and a very early WIP version of a new gun, the Javelina, which will be included in the map.Fallout 4 Broken Elm Asylum Map Work in ProgressHall 001172017-10-08 | A couple of days ago I started work on a new level for the metro map I showed in the last video. This is an asylum built into the mountains around the hub world. I'm planning on having at least 3 more floors in addition to the ones shown in this video. I'd love to hear any feedback or ideas you have for this map!Metro: Exodus inspired fallout 4 mapHall 001172017-09-09 | I really liked the way the map from the metro: exodus trailer looked, so I thought I would try to make a small map with a similar aesthetic. I'll be releasing this map most likely in around a month with a very basic quest (go here and kill a person).