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Frost & Portals Environment

A little breakdown of some of the procedural modeling done in Houdini and the ice material in Unreal Engine.

If there are any other areas you'd like to see covered or expanded on, feel free to leave a comment.
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These are also available on the Unreal Marketplace: https://www.unrealengine.com/marketplace/en-US/product/frost-realm

A couple flip-books of the (mostly) procedural modeling done in Houdini. The main detail jump is from procedural masks driving noise patterns and displacement.

Some hand-made curves or basic shapes to start these, but most of the detail is driven with procedural noises, vert color, clean-up and UVing.

A closer look at the ice material and blend within UE5

The base height mask is whats fed in from below, as well as whats driving the color lerp. You could also use a bump offset node to get a similar look for a bit cheaper, but I really liked this variation.

The base height mask is whats fed in from below, as well as whats driving the color lerp. You could also use a bump offset node to get a similar look for a bit cheaper, but I really liked this variation.

The red vert color is the main material blend, adding the frost texture set over the ice. Green is a simple noise for color and normal variation. Blue works like an edge wear mask.

The red vert color is the main material blend, adding the frost texture set over the ice. Green is a simple noise for color and normal variation. Blue works like an edge wear mask.

The frost area and portal hub pieces

The frost area and portal hub pieces