


The seahorse was modelled, rigged and UV unwrapped in Blender and textured using Substance 3D. In Unreal a noise texture was used to modulate the world position offset, giving a watery movement.
The jellyfish was modelled in Blender with blend shapes used to animate the 'dome' and a very basic up-down motion of the tentacles. A separate UV map was created for the tentacles that was then modulated with sine waves, with random offsets for each tentacle. This is a super lightweight and optimised as the texture only needed to be 256x256 px
The seahorse was modelled, rigged and UV unwrapped in Blender and textured using Substance 3D. In Unreal a noise texture was used to modulate the world position offset, giving a watery movement.
The jellyfish was modelled in Blender with blend shapes used to animate the 'dome' and a very basic up-down motion of the tentacles. A separate UV map was created for the tentacles that was then modulated with sine waves, with random offsets for each tentacle. This is a super lightweight and optimised as the texture only needed to be 256x256 px



