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Entropia Universe Unreal - Visual Style Showcase
In-engine screenshot (1)

In-engine screenshot (1)

In-engine screenshot (2)

In-engine screenshot (2)

In-engine screenshot (3)

In-engine screenshot (3)

In-engine screenshot (4)

In-engine screenshot (4)

In-engine screenshot (5)

In-engine screenshot (5)

A key phrase we used was "sharp as knives" which lead to a style with sharp edges and points.

A key phrase we used was "sharp as knives" which lead to a style with sharp edges and points.

The "Sharkfin" used as the POI of the scene.

The "Sharkfin" used as the POI of the scene.

I used flint knives as inspiration for some of the shapes and chipping details.

I used flint knives as inspiration for some of the shapes and chipping details.

The gameplay and level design wanted assets to be traversable and climbable so some models had large flat surfaces or layered details.

The gameplay and level design wanted assets to be traversable and climbable so some models had large flat surfaces or layered details.

Entropia Universe Unreal - Visual Style Showcase

A project where we wanted to set a visual target for the future development of Entropia Universe in Unreal Engine. At this point in time, I worked as an environment artist at Mindark and worked on the rocks and cliffs in the scene.

Later in the project, my work became the foundation for a rock pipeline mixing procedural tools and traditional workflows.

Unreal Engine 5 had just been released so we were exploring Nanite, resulting in highly detailed models with a dense triangle count, and the level of detail presented us with new challenges when it came to UV mapping. Manipulating UV islands were often slow and cumbersome.

Link to the official video:
https://www.youtube.com/watch?v=OyEcADMiPbs&t=1s&ab_channel=EntropiaUniverseOfficialChannel

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