Fortnite. The Convergence (Cube Town)
Used some inverted fresnel to mask  emissive surface, to sort of keeping them withing logic of physically plausible look with the dynamic lighting.

Used some inverted fresnel to mask emissive surface, to sort of keeping them withing logic of physically plausible look with the dynamic lighting.

Sparkles effect closer to the ground, to highlight that that ground is somewhat special ( it was a gigantic jumping pad)

Sparkles effect closer to the ground, to highlight that that ground is somewhat special ( it was a gigantic jumping pad)

Some fake depth with parallax using cubemap projection function. You don't even have to have cubemap texture, in this material I used its UV output as the texture mask for the depth.

At the end Emissive effect was linked to golden cube, and glow was updated with the growth of the cube town

Cubetown was not the only thing I was working on that season. One of them was material for destroyed space ship on background ( Model was made by Berker Siino)

Cubetown was not the only thing I was working on that season. One of them was material for destroyed space ship on background ( Model was made by Berker Siino)

Fortnite. The Convergence (Cube Town)

Fortnite Cube town, was responsible for making geo and material/surfaces. Not really complicated but tedious, since cubetown had multiple iterations of grows, and in some of them some areas were changed. I used baked AO for dirt masks and puddles occlusion ( prevent them to appear too far in interior areas)

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