Dusk is my first realistic environment art project.
During its creation, I explored large-scale terrain generation using Gaea, as well as Landscape, Foliage, and Lighting techniques in Unreal Engine 5.3. Additionally, I incorporated assets from Quixel Megascans to enhance the realism and detailed textures of the scene.
I aimed to create a warm, cozy and vibrant basin scene, inspired by the soft atmosphere of the golden hour.
For visual inspiration, I studied the concept art by Bram Lepelaar and the environment artwork by Thémys Cheynel, using them as references for terrain design. To capture the lushness and vibrant colors of spring vegetation, I gathered some references from real-world environments.
Foliage
I used Landscape Grass Type to create procedural foliage, also adding noise to increase randomness and realism.
To further enhance variety, I introduced color variations controlled by two scales: one based on individual plants, and the other on their area.
Lighting
To achieve the soft, golden-hour lighting effect, I set a low-angle directional light. However, this caused the opposite side of the basin to become too dark. Therefore, I added a second, softer directional light to subtly illuminate the shaded areas and water surfaces.
To emphasize the golden lighting across the entire scene, I adjusted the Rayleigh settings in Sky Atmosphere, giving the environment a warm, golden tint.
Lastly, I used Easy Fog to add layers of atmospheric fog, enhancing scene depth and mood, and adjusted post-processing settings to achieve the final desired visual effect.