UE5 water material that imitates more complex volumetric rendering. Ripples around objects are done via SDF.
I built a tree generator in Houdini to generate our stylized trees and bushes.
Nanite + style allowed us to make every leaf a piece of geo.
Studying the way Nanite reduced our normal information
procedual mushroom generator in Houdini
procedural succulent generator in Houdini
Magical Butterfly VFX
unrelated to the demo, some bloody melee vfx
At Formosa, I truly worked as a generalist, touching and impacting most aspects of art development. For our in-house demo, I was the only person who knew UE5, so I was in charge of setting standards for artists making assets for the engine, including and especially the animation team. A lot of the hands on asset creation I did was for the environment, and I try to build stuff procedurally whenever possible.