Hatchet | UE5 WIP

Main Shot - Cessna Crash Aftermath.

Main Shot - Cessna Crash Aftermath.

River made with Splines, water was also made by myself.

River made with Splines, water was also made by myself.

Opacity cards used for distance fog, and landscapes were generated via Height Map.

Opacity cards used for distance fog, and landscapes were generated via Height Map.

Lake shot - Lake Made with Splines

Lake shot - Lake Made with Splines

Photogrammetry workflow was used for nearly all assets and materials. I scanned all of my required textures at Big Bear, CA.

Photogrammetry workflow was used for nearly all assets and materials. I scanned all of my required textures at Big Bear, CA.

Trees | Scanned leaves & assembled in Speedtree

Trees | Scanned leaves & assembled in Speedtree

Ground Foliage | Scanned leaves & assembled in Speedtree

Ground Foliage | Scanned leaves & assembled in Speedtree

RGBA Masking used to texture plane

RGBA Masking used to texture plane

*Work in Progress! Plane model is still in 'blockout' stage.** RGBA Mask applies to plane + Decals

*Work in Progress! Plane model is still in 'blockout' stage.** RGBA Mask applies to plane + Decals

HATCHET

HATCHET

Plane seats

Plane seats

**Work in Progress!**
Inspired by the Gary Paulsen's book "Hatchet", I wanted to recreate the forest environment following the main character's storyline of surviving in the Canadian wilderness, after a non-lethal plane crash. This was also an opportunity for me to learn photogrammetry workflows for game. Nearly all textures were scanned from Big Bear, CA, with a couple decals taken from Megascans. All foliage was made in Speedtree, and scatted in UE5.4 via an Automatic Landscape Shader and Landscape Grass Types.