Hey guys!
Here is the project I presented for my 5th-year game art graduation exam, my goal here was to create an environment from A to Z because I want to work as an Environment or a Lighting Artist in the video game industry.
For this project, I mainly focused on modular assets and I wanted to improve my foliage creation skills. I also managed to create a fake volumetric light shader to give the atmosphere I had in mind.
I also had for objective to create a day and night lighting.


The fake light shaft shader is not very complicated :

2 textures are panning, I packed them on the R and B channels for optimization purpose.
Then I added a pixel depth to it, so the closer you are from the shaft, the less you can see it.
The depth fade node is here to avoid this kind of result: you can clearly see where the shaft mesh and the ground are touching each other.

Finally, I used the fresnel node to reduce the opacity on the edge of the mesh, without it you'd have this kind of render, and you can clearly see it's fake:

You'll find more shots here :
https://www.artstation.com/artwork/36XQmhttps://www.artstation.com/artwork/kAaLlFeel free to give feedback and ask any questions!
Thanks a lot!
Replies
The scene looks good. My only problem is with the vegetation. Looks flat and without shading. Besides, I am not sure but it seems that you used some kind of cutout shader for it (which is the best option). But you set a high threshold on the alpha and now each leaf looks too thick.
Are you talking about the leaves on the trees or the bush?
Thanks for the feedback!