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I’m excited to share my final project from the Intermediate Environment Art for Games term at Think Tank Training Centre. Over the course of the term, I explored multiple workflows for building a real-time scene in Unreal Engine 5. I sculpted high-poly assets, tileable materials, and decals in ZBrush, then baked and textured them in Substance Painter. For modular assets, I used a mid-poly weighted normals workflow, and set up UV texture sets to create RGB masks that allowed for additional detail on assets using tileable materials. Landscape elements and vegetation were sourced from Fab including assets from Quixel, Brushify, Dazzling Divine, and Dekogon Studios. I was responsible for the modeling and texturing of all building elements and props in the scene.

This environment is based on the amazing concept art of G xy:
https://www.artstation.com/artwork/XBZ8NL

Huge thanks to my instructor, Stefan Oprisan, for his guidance and feedback!

Sculpted tileable wall material in Zbrush (left), textured in Substance Painter (right).

Sculpted tileable wall material in Zbrush (left), textured in Substance Painter (right).

Sculpted tileable wall material imported into Unreal Engine.

Sculpted tileable wall material imported into Unreal Engine.

Decals sculpted in Zbrush using different alpha packs from Jonas Ronnegard and Igor Golovkov, textured in substance painter (left) and placed in Unreal Engine (right).

Decals sculpted in Zbrush using different alpha packs from Jonas Ronnegard and Igor Golovkov, textured in substance painter (left) and placed in Unreal Engine (right).

Sculpted wood beam in Zbrush, textured in Substance Painter (left), and imported into Unreal Engine (right).

Sculpted wood beam in Zbrush, textured in Substance Painter (left), and imported into Unreal Engine (right).

RGB masks were used to add collected sand in corners, edge wear, and dirt specks over the wood elements in the scene.

RGB masks were used to add collected sand in corners, edge wear, and dirt specks over the wood elements in the scene.

Decorative trim detail shots

Decorative trim detail shots

Prop detail shots

Prop detail shots

Extra detail shots

Extra detail shots

Process video

Final Scene

Final Scene