Tomb of The Pharaoh Blog Post # 2

Work In Progress / 27 May 2023

Welcome back to my latest Blog, where we delve deeper into the captivating world of the Tomb of the Pharaoh, an Unreal Engine environment project that captures the essence of ancient Egypt through a stylized direction. In this part, we will explore the work that goes into creating an immersive environment, with a particular focus on global illumination, lighting, desert detailing using vertex painting, and the integration of natural-looking rocks. 

One of the key aspects that brings the project to life is the implementation of global illumination. By simulating the interaction of light with various surfaces and objects, we are able to achieve a more realistic lighting environment. This technique ensures that light bounces off surfaces, casting subtle shadows and creating a sense of depth within the tomb. Since I am using Unreal Engine 5, Lumen will be the main source of global illumination, thus achieving most of the heavy lifting in terms of natural lighting. 

To enhance the desert ambiance, I have employed vertex painting techniques to add intricate details to the environment. Using this method, I carefully hand-painted the sand dunes, adding variations in color and texture to mimic the orga


nic nature of the desert floor. This attention to detail immerses players in a visually stunning environment that feels authentic and lifelike. 

In the realm of rock placement, I utilized the dynamic capabilities of run time virtual textures blending. This technique allows for the seamless integration of rocks into the desert plane, ensuring a natural look and enhancing the overall blending effect. By leveraging the power of Unreal Engine, I was able to create rocks that seamlessly interact with the environment, responding to lighting changes and casting realistic shadows.

The whole point of this blog is to show how to achieve the following result using Unreal Engine:  


Part 1: Lighting 

In the mesmerizing world of the Tomb of the Pharaoh, lighting takes center stage as a crucial element in creating an immersive and visually captivating experience. As the artist behind this project, I have crafted the lighting setup to transport players to the heart of ancient Egypt.


Utilizing the powerful capabilities of Unreal Engine 5, I have harnessed the full potential of various lighting features to bring this environment to life. The cornerstone of the lighting setup is the directional light, which mimics the natural sunlight, casting realistic and dynamic shadows that add depth and dimension to the scene.

To enhance the atmospheric qualities of the environment, I have integrated the Sky Atmosphere and Sky Light components. These features work in harmony to simulate the scattering of light through the atmosphere, resulting in a breathtaking skybox that bathes the tomb in a warm, ethereal glow.

Taking full advantage of Unreal Engine 5's groundbreaking technology, I have incorporated Lumen into the lighting pipeline. This cutting-edge real-time global illumination solution elevates the visual fidelity by accurately simulating indirect lighting and bouncing light off surfaces. The result is a more realistic and immersive environment that showcases the intricate details of the tomb.

In order to achieve a more stylized and visually striking atmosphere, I implemented a post-process volume. This powerful tool allowed me to fine-tune the exposure and manipulate colors, bringing forth a vivid and easily readable environment. By carefully tweaking these settings, I have created a stylized look that enhances the overall ambiance of the tomb.

To further enhance the depth and mood of the scene, I added an exponential height fog actor. This addition not only imparts a sense of distance and depth to the environment but also introduces natural volumetric lighting, further immersing players in the ancient world of the Tomb of the Pharaoh.

Additionally, I incorporated a series of separate light sources, resembling light bulbs, strategically placed throughout the environment. These lights, each with varying colors, contribute to a more stylized aesthetic. For example, the scattering of red lights on select rocks adds a subtle yet impactful element, enhancing the overall ambiance and capturing the mystique of the ancient tomb.

Now, let's take a visual journey through the evolution of the lighting in this part of the project:

Using Only Direction Light, Sky Atmosphere, and Sky Light 

Adding Post Process Volume.

Adding Volumetric Fog actors

Adding additional light sources with varying tones 


Part 2: Vertex Painting 

To create an environment that authentically reflects the sandy expanse of ancient Egypt, I have employed the three primary textures that I previously mentioned in the last blog: sand, dry ground, and rocks. Each texture is carefully crafted to capture the essence of its real-world counterpart.

Vertex painting serves as our artistic tool to seamlessly blend these textures on the plane mesh, resulting in a visually stunning desert floor. This technique enables us to achieve smooth transitions and intricate variations in texture, ensuring that the environment feels organic and true to life.

By strategically applying the sand texture to the majority of the mesh, we lay the foundation for the desert floor. The sand's fine grains and warm tones instantly evoke the vastness and allure of ancient Egypt. As viewers explore deeper into the tomb, this texture guides their visual journey, immersing them in an environment that whispers of long-forgotten mysteries.

To add a touch of realism and diversity, the dry ground texture is introduced. This texture represents the cracked, weathered areas that emerge amidst the sands, lending an air of authenticity to the scene. It breaks the monotony of the sand and adds an additional layer of visual interest and storytelling.

Finally, the rocks texture comes into play. These textured formations, strategically placed within the environment, seamlessly blend with the desert plane. Through the implementation of vertex painting, we ensure that the rocks appear naturally embedded within the sandy terrain as if shaped by the sands of time themselves.

The result of this process is a desert floor that exudes authenticity, depth, and character. The natural blend achieved through vertex painting creates a seamless transition between textures, capturing the unique charm and essence of the ancient Egyptian landscape.


Below, you will find a video that demonstrates the process of vertex painting, showcasing its remarkable ability to bring textures to life within the Tomb of the Pharaoh environment.


Part 3: Run Time Virtual Texturing (RVT)

To create a natural and visually cohesive environment, I have implemented RVT, utilizing two distinct textures: one for height and one for color. This innovative technique allows for smoother integration between meshes and the desert material, enhancing the overall realism of the scene.

In the material blueprint of all meshes that interact with the ground, the RVT is added. This ensures that the textures blend harmoniously, creating a cohesive visual experience for players as they explore the tomb. By carefully controlling the blending ratios and applying the appropriate height and color textures, we achieve a natural transition that captures the essence of the ancient Egyptian desert.

However, before showcasing the RVT function, I want to reveal the Prop master material blueprint. This material is going to be applied to almost all meshes that interact with the environment. It's capable of inputting PBR Texture maps along with some additional tweaks. Most importantly, it hosts the RVT material function. 


Run Time Virtual Texture (RVT) Material Function 


The RVT material function offers a range of customizable parameters that achieve desired visual effects. By manipulating parameters such as virtual blend fall-off length, virtual blend height, and side contrast, the RVT material function allows for precise control and fine-tuning of the blending process.

The virtual blend fall-off length parameter determines the distance over which the transition between the mesh and the desert material occurs. Adjusting this parameter allows for smooth or more abrupt transitions, giving the flexibility to create a desired visual impact.

The virtual blend height parameter controls the vertical blending of the textures, enabling me to seamlessly integrate meshes with the desert floor at varying elevations. This parameter ensures that the transition between different heights appears natural and cohesive.

The side contrast parameter adds an extra layer of control by adjusting the contrast between the mesh and the surrounding desert material. By fine-tuning this parameter, I can create subtle or more pronounced visual contrasts, enhancing the overall aesthetic appeal of the scene.

Finally here is a little video showcasing how RVT works in real-time using Unreal Engine 5:


Part 4: Adding meshes 

In this work-in-progress version of the project, I have begun by adding rocks to the vast desert landscape. Allow me to guide you through the creative process that brings these ancient formations to life.

The journey begins in the digital sculpting software ZBrush. Armed with a virtual chisel, I carefully sculpt and shape the rocks, giving them a distinct and authentic appearance. This crucial step allows me to capture the intricate details and nuances that make each rock unique, ensuring that they contribute to the overall realism of the environment. So far I made two distinct rock variations:

 


Once the sculpting is complete, I transfer the rocks to Substance Painter, where their textures come to life. Using an array of specialized tools and materials, I meticulously paint and texture each rock, infusing them with the weathered textures and characteristic colors reminiscent of the ancient Egyptian landscape. This process allows me to achieve a level of stylized direction and believability, ensuring that every rock aligns seamlessly with the artistic vision of the project.

With the rocks sculpted and textured to perfection, it is time to bring them into the engine. Using the Unreal Engine's powerful and intuitive interface, I import the rocks and carefully place them throughout the environment. It is important to strike a balance between creating a visually appealing composition and maintaining a natural distribution that mirrors the randomness of nature. Through thoughtful placement and variation in size, shape, and orientation, the rocks blend harmoniously with the desert floor, breathing life into the ancient world. 

In the texturing process for the rocks within Substance Painter, I utilized smart non-destructive layers to achieve a stylized look. To begin, I first baked the intricate details from the high-poly models onto the low-poly counterparts. This technique captures the fine surface information and transfers it to the optimized geometry, ensuring that no detail is lost.

Once the baking process was complete, I used Substance's amazing non-destructive layers. This powerful feature within Substance Painter allowed me to experiment with different textures and effects while maintaining flexibility and preserving the original details

Here is an example of how I use layers and smart masks to achieve a stylized result:

 


After completing the texturing process in Substance Painter, the next step in bringing the rocks to life within the project is to export the textured meshes to Unreal Engine. This crucial transition allows for the seamless integration of the rocks into the digital environment.

Once in Unreal Engine, I assigned the rocks the prop master material which I revealed earlier. This prop master material acts as a central hub, allowing me to control various parameters such as texture maps, color variations, surface properties, RVT falloff, and overall visual characteristics for all the rocks.

With the prop master material in place, I strategically positioned and placed the textured rocks throughout the environment. Careful attention was given to composition and natural distribution, ensuring that the rocks blended harmoniously with the surrounding desert and architectural elements.

By placing the textured rocks in key areas, such as the entrance, pathways, or as natural obstacles, I created a sense of depth, scale, and realism within the Environment. These rocks not only serve as visually appealing elements but also contribute to the overall narrative, evoking a sense of history and the passage of time.

The process of integrating the textured rocks into the environment involved careful placement, scaling, and rotation to achieve an organic and believable look. Unreal Engine's powerful editor tools allowed me to precisely position each rock, ensuring they interacted seamlessly with the terrain and architectural features.

In conclusion, our exploration of the Tomb of the Pharaoh has taken us on a captivating journey through the intricate details and artistic processes involved in creating a visually stunning environment. From the strategic lighting choices to the meticulous vertex painting techniques, the integration of run-time virtual textures, and the addition of natural elements, every aspect has contributed to the immersive and captivating experience of the tomb.

Join us for future installments as we delve deeper into the architectural marvels and ancient artifacts that populate this remarkable world. Prepare to be captivated by the ongoing exploration of art and technology, where every detail serves to unravel the enigma of the Tomb of the Pharaoh.


Tomb of The Pharaoh Blog Post # 1

Work In Progress / 18 May 2023

Introduction

Welcome to the first installment of my blog series, "Tomb of The Pharaoh"! In this ongoing series, I will provide an in-depth exploration of my work in progress, an Unreal Engine environment project. Drawing inspiration from the renowned game Diablo and its distinctive stylized art style, I aim to create a visually captivating and technically impressive world that will leave you enthralled.

In this early stage, I am excited to showcase a glimpse of the desert and rock composition that forms the groundwork for my environment. The sprawling desert landscape, characterized by arid dunes and majestic rock formations, serves as the backdrop for the mysterious tomb that will be revealed in subsequent stages. Leveraging the visual design principles of some games like Path of Exile and Diablo, I strive to infuse my project with a similar sense of grandeur and visual impact.

Throughout this blog series, I will delve into the technical intricacies behind the scenes, shedding light on the process of crafting this immersive environment. Prepare to gain insights into the blueprint system in Unreal Engine, where I will demonstrate the logic and functionality driving various elements within the environment. Furthermore, I will provide detailed explanations of the asset creation process, including the development of textures and meshes, to offer a comprehensive understanding of the project's construction.

It is crucial to emphasize that "Tomb of The Pharaoh" is not intended as a game but rather as a showcase of an environmental project. While interactivity is not a primary focus, the environment promises to deliver a visually stunning and atmospheric experience that transports you to a world of ancient wonders and enigmatic secrets.

Currently, my focus has been primarily on the exterior environment, meticulously crafting the desert and rock formations to establish a strong foundation. However, this is only the beginning, as the project will soon venture into the intricacies of the tomb itself, breathing life into the heart of the Pharaoh's resting place.

Join me on this remarkable journey as we uncover the technical artistry, innovative techniques, and creative inspiration behind "Tomb of The Pharaoh." Stay tuned for future blog posts, where I will reveal the intricacies of each element and provide a detailed account of its development process. 

Blog # 1:The beginning

The first step in bringing "Tomb of The Pharaoh" to life was the setup phase. I started by creating a new Unreal project and selecting the Top Down template, which provided a solid foundation for my environment project. This template allowed me to focus on the visual aspects and camera controls, which are crucial in capturing the essence of action RPGs like Diablo.

Inspired by the camera angles commonly seen in these games, I meticulously fine-tuned the camera placement to achieve a similar perspective for my environment. This particular viewpoint adds a sense of depth and immersion, allowing players to explore the environment from a strategic vantage point.

To begin building the environment itself, I brought in a simple plane. This plane acts as the base surface upon which the rest of the scene will be constructed. It serves as a canvas for various elements, including the desert terrain and rock formations that will compose the environment. By starting with a basic plane, I ensured a solid foundation on which I could later add intricate details and assets.

One of the critical aspects during this setup phase was the assignment of materials to the plane. Materials play a crucial role in defining the visual aesthetics of the environment. By carefully selecting and assigning materials, I was able to establish the desired look and feel, capturing the essence of the desert landscape that I envisioned. The materials not only determined the texture of the plane but also laid the groundwork for further development. I dedicated my efforts to creating stylized textures using Substance Painter. Utilizing a single substance graph with customizable parameters, I designed three distinct textures: sand, cracked ground, and rocks. Each texture was meticulously crafted to capture the desired stylized look. The sand texture featured intricate details such as variations in color, graininess, and scattered debris. The cracked ground texture portrayed a weathered appearance, with carefully designed height maps, color variations, and grunge details. Lastly, the rock texture mimicked the characteristics of different rock types, with carefully blended colors, roughness values, and subtle details. By leveraging Substance Painter's robust painting tools, I achieved visually stunning and stylized textures that enhanced the overall realism and visual appeal of the environment in "Tomb of The Pharaoh."

To seamlessly integrate the sand, cracked ground, and rock textures into Unreal Engine, I utilized a well-structured workflow. Firstly, I subdivided the plane, ensuring enough geometry for vertex painting. Next, I created a blend material from three separate textures. In order to ensure proper scaling and eliminate any signs of stretching on the plane, I incorporated the use of world-aligned textures into the environment. By utilizing this technique, I achieved a consistent and seamless texture mapping across the entire plane, regardless of its size or shape.

World-aligned textures provide a solution to the challenge of maintaining texture fidelity and eliminating distortion when scaling or manipulating the plane's geometry. Rather than relying on traditional UV coordinates, world-aligned textures align and scale based on the world space coordinates of the mesh, resulting in a distortion-free texture mapping.

In the upcoming blog post, we will embark on an exciting exploration of the intricate world of vertex painting, where artistry and technical expertise intertwine. I will guide you through the step-by-step process of applying different textures to the plane using this powerful technique. Discover how I leverage vertex painting to precisely define the boundaries between sand, cracked ground, and rocks, resulting in a seamless integration of these stylized textures. But our journey doesn't end there. Lighting plays a crucial role in setting the mood and enhancing the overall atmosphere. In the next blog post, we will delve into the intricacies of lighting techniques, discussing the placement and characteristics of light sources that breathe life into the environment.