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BIOLUMINESCENT FANTASY CREATURE

UNREAL ENGINE 5 
BLENDER

Through this project I explored Unreal Engine's Substrate Slab BSDFs and how these new shaders work in combination with traditional Parallax Occlusion Maps, World Space Operations,  UV Animations and Vertex Animations

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Furthermore, I gauged the Shader's performance at different optimization levels to determine it's viability for real-time applications.

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This creature is based on the following 2D Concept by Dave Melvin

https://davemelvin.artstation.com/projects/vgyK6

MATERIAL FEATURES

SUBSTRATE PARALLAXING

For the parallax effect I used parallax occlusion mapping in combination with substrate shaders which allow for using two BSDFs layered by thickness.

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I created two different Normal Maps: Surface and Internal, then parallax mapped the internal layer by a specified substrate thickness to achieve the internal organ look.

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The same technique was also used for the emissive layers.

Screenshot 2024-03-27 172837.png
Screenshot 2024-03-27 172951.png

Surface Normals

Internal Normals

Screenshot 2024-03-27 172748.png
Screenshot 2024-03-27 172613.png

Surface Emissions

Internal Emissions

VERTEX ANIMATION

creature.png

For the breathing Vertex animation I used a hand-painted mask with a sine wave multiplier and additional time period as well as intensity parameters to achieve a frog-like expanding membrane look.

Breathing Material Function

WORLD SPACE IRIDESCENCE

For Iridescence I used World Space operations to lerp a Hue Shift based on Pixel Normals and Camera Vector with the Base Color, this gave me a subtle Oil-Slick Aesthetic which covers the creature's skin.

EMISSION MODES

PULSE

FLOW

For the multiple internal layers, Besides Parallaxing I added two effects, Pulsing and Flowing. For Pulsing I simply animated the intensity of the Emission Map with a Sine wave. For Flowing I rotated a Tileable Texture over time as a Multiplier for the Emissive Intensity which gave me a smooth flowing effect throughout the internal emissions.

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To parameterize the effects I added a switch to select between the two behaviors or even combine the pulsing with the flowing.

ANIMATED EMISSION LAYERS

The surface layer consists of 3 Kinds of emissive behaviors:

  • Static Tail, Ear and Arms Emissive

  • Breathing Throat Membrane Emissive

  • Micro moving stars-like dots Emissive 

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To achieve this these three effects I used different textures with different operations being applied on them, then these operations were added to combine in a material function.

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The static emissive is added last as it is. 

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The breathing throat membrane texture is localized to the throat only and is multiplied by the same sine wave as the vertex animation displacement mask. 

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The micro dots are painted evenly and then are multiplied by a tiling rotating noise texture to give them the illusion of random generation across the surface.

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