ALCHEMY TABLE


All assets, including the room and fireplace, were modeled in Maya. The cauldron’s smoke was created in Unreal Engine using a Niagara system to produce 3D smoke. For the candle and fireplace flames, I used Embergen to generate flipbook animations, achieving the desired flame appearance. Scene lighting was enhanced with a post-process volume to add a subtle fog, contributing to the atmosphere. A rect light was used to simulate light coming through the window, while a directional light served as the main source of illumination for the scene.

For this scene I used a forest HDRI to create an accurate representation of lighting in the room. I used animated Unreal Engine tree and grass assets to add to the realism of the project. I wanted the light to only come through the window I had modelled so I blocked off the room with walls in order for the light to only enter through the window.

UNREAL ENGINE SHOWREEL