Grey Rain

This scene is inspired by the rainy season in Jiangnan, a historic region in southern China known for its water towns and misty atmosphere. It was my first time building a game environment under rainy and overcast night conditions, which gave me the opportunity to explore new challenges in lighting, mood design, and shader development.

I focused heavily on material creation and technical polish. I developed custom shaders for dynamic puddles and rain ripple effects, ensuring believable surface interaction with weather. For rooftops and wooden elements, I used mask-based blending within the materials to create subtle variations and aging effects, enhancing the modularity and visual richness of repeated assets.

This project also allowed me to expand my experience with stylized-realistic workflows, particularly in water surface shading and rain integration. It deepened my skills in Unreal Engine’s material editor, as well as my ability to support a strong visual narrative through environment art.

Asset

Asset

Water Material with drop

Puddle and drop

Water drop

Water Material

Water Material

Wetness Function

Wetness Function

Drop Function

Drop Function

Drop Function2

Drop Function2

Mask Material