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Excalibur Cave - Legend of King Arthur Challenge

Available here: https://www.unrealengine.com/marketplace/en-US/slug/excalibur-s-cave

https://www.artstation.com/contests/the-legend-of-king-arthur/challenges/69/submissions/47179
The Excalibur Cave is home to the legendary sword, Excalibur. Hidden away in tranquillity, it waits for its master to one day arrive and claim what is rightfully theirs.

I decided to take on a more stylized approach, putting focus on the shape, colours and lighting. I wanted to capture a style similar to Breath of The Wild and it's great to hear so many people tell me that's what they see! Huge thanks to the NMG Discord for all of their feedback.

Based on the concept by Jeremy Paillotin: https://www.artstation.com/artwork/gJqzkQ

Wireframe of various assets.

Wireframe of various assets.

Progress GIF

Progress GIF

Post Process Fog Controls

Water Material

Artstation Challenge: King Arthur - Moss Shader

Artstation Challenge: King Arthur - Edge Wear

Master Material - Completely scalable. When instanced the 'Material Layer' can be used for any texture set. This set up means I could add additional material functions such as Rust etc where Moss is and simply enable/disable them with a switch.

Master Material - Completely scalable. When instanced the 'Material Layer' can be used for any texture set. This set up means I could add additional material functions such as Rust etc where Moss is and simply enable/disable them with a switch.

Detailed breakdown of the master material and it's material functions.

Detailed breakdown of the master material and it's material functions.

Further breakdown of the material functions and how they work.

Further breakdown of the material functions and how they work.

Material Instance - Regardless if it's world aligned or a unique texture set, all functionality is kept at the root. This setup allows me to add new material functions to the master material and have the options available via switches on all materials.

Material Instance - Regardless if it's world aligned or a unique texture set, all functionality is kept at the root. This setup allows me to add new material functions to the master material and have the options available via switches on all materials.

Flowers pulsate and the ones closest to the camera will always be faded out.

Flowers pulsate and the ones closest to the camera will always be faded out.

Foliage Shader - Fading out logic

Foliage Shader - Fading out logic

Water Material - See videos

Water Material - See videos