Categories
Cabin VFX fundamentals

UE5-Cabin-Night

I attempted to construct a wooden cabin set in a nighttime scene and used lighting arrangements as part of a daily practice. During the process, I adjusted the brightness and color of the sky light, precisely positioned multiple light sources, and added soft ambient lighting to create depth and dramatic effects, enhancing the overall atmosphere and visual impact of the scene.

Lighting process

  • Self-illumination
  • Direct light
  • Light source
  • Fill light

Final result

Categories
Cabin VFX fundamentals

UE5-Cabin

Create a complete forest cabin scene using UE5.

Concept art

  • For this forest cabin project, I wanted to experiment with a stylized aesthetic. During the initial design phase, I established a rough backstory: the cabin belongs to a mysterious witch who has lived in seclusion deep within the forest, leading an isolated life.

For the specific reference of the house model, I wanted to draw inspiration from the exterior of European medieval houses. Since the concept of witches became popular during the European Middle Ages, I believe this style of house would better suit the character.

Afterward, I gathered various reference, including some textures for the materials and reference images of objects, and compiled a list.

Asset Preparation

  • Cabin modeling

Before finalizing all the concepts, I created the first version of the model. However, I felt that the colors and appearance didn’t match my vision, so I refined the concept and remade the model.

In comparison, the second version of the model aligns more closely with the medieval style, and the colors and texture painting are also more stylized.

  • Decorative elements modeling

Landscape creation

I used Gaea to create the landscape, then exported the heightmap and imported it into UE to generate the landscape.

To make the colors appear as a natural part of the environment, it is crucial to consider colors that fit the scene. Since my goal is to create a vibrant atmosphere, I try to add different colors within a similar range of values. It’s important to maintain a balance between the shapes and colors to prevent any plants from standing out too much.

I also used Runtime Virtual Texture to create a seamless blend between the ground and the meshes that come into contact with it.

In Unreal, I use Foliage Mode to scatter my grass and flowers, as well as other assets like bushes, trees, or rocks. For a stylized approach, it’s best to check the “cast shadow” field in the foliage settings.

Scene layout

The initial production didn’t go very smoothly, and I was dissatisfied with my composition. However, since a significant portion of the work was already completed, I found myself torn between continuing or starting over. In the end, I decided to redo the project.

Through analyzing references, I realized that good composition combines elements in the scene into guiding lines that lead the viewer’s eye toward the main subject, thereby emphasizing the key content.

Therefore, I reworked my layout and composition, starting by building a rough white model and refining it from there to ensure visual appeal. Through this exercise, I gained a deeper understanding of the importance of using basic shapes to represent object placement before fully constructing a scene.

Throughout this process, I continuously adjusted and repositioned assets, sometimes even up until the scene was nearly complete.

Niagara system

I used the Fountain system in Niagara to create wind lines. By modifying the wind force, I could adjust the direction of the particles’ movement. Then, I refined the particle movement range, count, and lifespan. Once the particle motion was finalized, I added an empty node to visualize their trajectories and applied a gradient material in the rendering options.

LUT

Finally, I used the LUT feature in UE to color grade the scene.

  • Before
  • After

Final result