EverGrace Remake - Saramad Hill

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Thank you NVIDIA PhysX for the Apex Real Time Cloth Sim.
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The ground is actually a landscape created in Unreal 4. Landscapes struggle with shadow resolution so I ended up using some shadow decals for the trees to cast sharp leaf shadows.
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Distance Fog is cranked up a bit to match the feel of the old FROMSOFTWARE engine.
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The save crystal was made mostly in Unreal with a noise to create the animated helix. The splash lighting from the crystal is from a blue light. Building made with mostly modular materials that could have been used for more structures.
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Vines were places using the Smart Spline Generator by S. Krezel.

Evergrace and Forever Kingdom left a mark on me back in the PS2 days. They felt deep in mystery and left me with more questions than answers. I got the same feeling when I played Dark Souls for the first time and it made me want to go back and revisit this place.
I had a lot of fun remaking this level and it was a rewarding challenge for my substance and unreal skills.
I hope we can revisit this world made by FROMSOFTWARE but with a new story and fancy new visuals.

A big shout out to The Smart Spline Generator by S. Krezel.
I decided to polish this and the Ritual Arch environment because I found a better way to light my environments and that I wanted to use the Smart Spline Generator in my scenes. I created the vine material being used by the generator in my work.

Evergrace エヴァーグレイス
Agetec for NA Publishing
Director Yūzō Kojima
Composer Kota Hoshino