The Blue Flame - UE5

I wanted for a long time to create a fancy simulation inside Embergen and use it as a VDB for the centerpiece in this environment in Unreal - I've used already flipbooks for some other effects ( like the plasma impact FX for the gun in some of the videos here ) but I wanted to have something massive & volumetric that the player can circle around.

The photogrammetry assets were captured during not very optimal lighing cinditions, but ultimately the mesh & textures worked well enough fo what i needed here. Decided in the end to use mask-based materials using tileable textures for the giant stone head instead of baked albedo.
For the ground mist i used an awesome Unreal plugin - Ultra Volumetrics. It helped me a lot to achieve a mysterious ambience, similar to the one in the movie The Keep (1983)
Regarding the overall mood of this personal piece - the german term " Weltschmerz" that comes in some of the images here is a literary concept that is describing well what I've been feeling the last year.

the low poly asset textured in Painter

the low poly asset textured in Painter

applied some retro PSX aesthetics via post process volume inside UE - I find the pixelated look & enhanced contrast/saturation very pleasing.

In Blender, using manga/hatching shaders

In Blender, using manga/hatching shaders

The Zbrush sculpt after segmenting the main shapes inside 3D Coat

The Zbrush sculpt after segmenting the main shapes inside 3D Coat

The textured low-poly

The textured low-poly

high poly sculpt  for the ground tiles

high poly sculpt for the ground tiles

 i made the pillars/walls  by 3d scanning a sculpture in a nearby park, then used symmetry & bend modifiers to produce enough pieces for kit bashing

i made the pillars/walls by 3d scanning a sculpture in a nearby park, then used symmetry & bend modifiers to produce enough pieces for kit bashing