Unreal 1 mesmerized me back in 2000 as a kid, while looking at the CRT monitor of a friend of mine.I think it played a significant part in me wanting to play video games and at some point, creating environments for them professionally . With this personal project I wanted to create a relatively small and manageable snapshot , or should I say , tribute of what i consider special about this game - the vibrant open spaces, charming blocky cliffs, mysterious temples & alien creatures like the Nali cow, roaming the landscape. It started with much smaller scope - i intended to create just few cliff meshes & materials, and a Nali cow model.It expanded in scope a lot since then.
All in all i made all the meshes in the level and the majority of materials , but for displacing some of the structures like the houses or the temple entrance / ground planes, landscape material i used quixel megascan materials
I can safely say the biggest challenges for me were 2 : trying to make the FP blueprint in UE 5 work with my custom weapon model & projectile VFX's. And animating that Nali cow - as you can see, the animations are rudimentary and far from amazing. Nonetheless, i had amazing time working on this environment ( i created as a bonus a night version of it )
Credits :
Music - the amazing original Unreal 1 score by composers Alexander Brandon and Michiel van den Bos
THe cliff textures i made following one awesome tutorial by Daniel Thiger for rock materials. https://dete.gumroad.com/l/rctshapes
the water material - i modified this awesome water material by Ghislain Girardot https://www.patreon.com/c/GhislainGir/home
For the palm assets , i followed this excellent tutorial : https://www.youtube.com/watch?v=Kflt8Kfxo9A&t=2290s
Flythrough of the level during daytime
i made the plasma projectile & fire torch FX by rendering some flipbook textures in EmberGen
the nighttime skybox is a mix of a sphere with rotating handpainted clouds, planets made in Blender, and Ultra Dynamic Sky plugin's Aurora & stars effects.