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Arcane Perfumist's Apothecary Cave

Hi there! 
I worked on this environment based on Sea of Thieves to understand and learn more about its art style. I imagined the type of cave you encounter after sailing the seas, at the end of the path, with treasures and useful objects for your trip, with this, I present you the Arcane Preformist's Apothecary Cave! Not everything has to be gold, right? Also, are you sure this place is abandoned or are you stealing from someone else?
This project was created in Unreal 5 but since the game is based on Unreal 4, in terms of optimization, polycount, lighting bakes, and VFX are created with the tools of Unreal 4 and its limitations. The level is completely playable and optimized to play.
The hero prop is based on a concept from https://www.artstation.com/drawmaevedraw which was on my radar for a long time. the Owl Stone on the walls is from a concept from https://www.artstation.com/marina_papetti and the rest of the props are made based on the Sea of Thieves game. Thanks for reading!

Beauty Shot

Hero Prop Render. To see the asset in more detail I have another post in Artstation only for it.

Hero Prop Render. To see the asset in more detail I have another post in Artstation only for it.

Gameplay demonstration. The idea of this environment is to be optimized and playable in a game so I recorded this video to have the feeling of how it looks during gameplay.

Breakdown of the texturing process. A mix between PBR textures and handpainted in Substance Painter and Photoshop.

Breakdown of the texturing process. A mix between PBR textures and handpainted in Substance Painter and Photoshop.

Sand Texture Breakdown. I created the texture fully in Substance Designer.

Sand Texture Breakdown. I created the texture fully in Substance Designer.

VFX Flame I created with Niagara system. It's just using unlit colors, the light that emits in the environment cames from a point-light attached to its blueprint.

The assets I created for this environment. Each type of surface (wood, stone, fabric...) is using almost the same type of material, with color variations like different handpaint strokes. All the models, materials and sculpts were created from scratch.

The assets I created for this environment. Each type of surface (wood, stone, fabric...) is using almost the same type of material, with color variations like different handpaint strokes. All the models, materials and sculpts were created from scratch.

Moodboard with the references I used for the environment. Hero props concept artist are linked in the description, the rest are screenshots from Sea Of Thieves.

Moodboard with the references I used for the environment. Hero props concept artist are linked in the description, the rest are screenshots from Sea Of Thieves.