UDK Jungle Environment

An environment I built using the Unreal Development Kit to improve my modeling and texturing skills. Excluding some particles effects, all the assets were created by me. My goal with this project was to obtain a high quality and realistic jungle inspired by the one seen in Crysis, pushing the limits of UDK while keeping the level playable (>30 FPS) on modern hardware.

The design of the architectural assets is based on the Khmer Temples in Cambodia. Most of the assets were designed to be reusable and modular and were modeled in Max, taken to Mudbox for a sculpt pass, retopologized in Max and baked using xNormal.

Trees were mostly modeled using the Speed Tree editor included in UDK, which proved to be particularly useful to speed up the whole process (especially of leaves distribution!).

Texturing on all assets was done in Photoshop. Diffuse texture sizes vary from a minimum of 512x512 for leaves and other natural elements to a maximum of 2048x2048 for architectural objects and rocks. Where possible I tried to derive the specular map from the diffuse in the shader to save video memory.

A lot of time was spent on the lighting, on the materials — including implementing a custom wind vertex animation shader based on the one featured in Crysis.

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