Abandoned Dacha Environment - VR Optimization & Modular Workflow

Hey everyone!

I’m a Senior/Lead Environment Artist with about 7 years of industry experience. For the last 3.5 years, I’ve been heavily focused on building modular environment systems for a VR project.
Anyone who’s worked in VR knows the constant struggle between visual aesthetics and aggressive optimization (though to be fair, that’s not strictly limited to VR!). So, for my portfolio, I decided to take these exact game-ready assets and render them in UE5 using Lumen just to see how they hold up without VR limitations.

A bit about the workflow and technical side:

Modeling: Everything was modeled in Blender.

Modularity: The system ended up being extremely flexible. From this single kit, you can build several distinct villages with completely unique houses (small shacks, massive 2-3 story buildings, varying roof sizes, etc.).

Texturing: Created from scratch, mostly in Substance Painter. For some base textures, I used Megascans normals as a starting point, but heavily reworked them and added a ton of custom layers and grime on top.

Engine: Fully assembled and lit in Unreal Engine 5.5.4 using Lumen.

This is actually my first time posting my work publicly in 7 years. Emerging from “production hell” after years of working “in the shadows” is a pretty emotional moment for me!

I’m also deeply honored that this project was recently awarded a banner on the Polycount forum. After such a great reception from the community there, I wanted to bring the technical discussion here to the Unreal community to dive deeper into the VR-optimized pipeline used for these assets.

Full project on ArtStation: ArtStation - Into The Radius 2 | Abandoned Dacha Environment

Technical Breakdown for VR

Working in VR is like walking on a razor’s edge. Performance requirements (high resolution across two displays + high frame rates) leave no room for error. Here is the logic behind the assets seen in the renders:

  1. Metrics and Scaling

    Volumes feel completely different in a headset. I had to ensure rooms didn’t feel cramped and doorways were wide enough for navigation, all while avoiding that “medieval castle” look. Key lesson: Test in the headset constantly. We once had to rethink an entire attic because a slight change in character height meant the player could no longer stand up in the sloped areas.

  2. Hybrid Mid-Poly Pipeline

    I implemented a process blending the mid-poly approach I used on Call of Duty with VR’s harsh realities. Since players can inspect every corner, a polished silhouette was the priority. I avoided heavy features like POM or complex displacement, focusing on geometry density that looks smooth but remains as lean as possible.

  3. Exterior Walls (Shells) and Interiors

    In the final version, once the building layouts were approved and finalized, individual modular wall pieces were merged into solid meshes (Shells). This drastically reduced the actor count in the scene (essential for our high-density maps) and eliminated lightmap seam issues. I ended up with 7 main shell configurations for all building types.
    Each house required a different number of interiors with varying layouts. The interiors were made as separate “Boxes” - single-sided geometry with inverted normals. These interior walls have a minimal offset from the shell walls to prevent z-fighting and ensure bullet decals project correctly.

  1. Lightmaps

    The separation between shells and interior boxes was primarily driven by lightmaps. Using a single mesh for both would require massive atlases to get the necessary density. After the split, we pack the exterior shell faces into the available space, while the interior faces of that same shell are treated with minimal resolution (acting only as plugs to prevent light leaks). The interior boxes get their own high-density lightmaps because they contain more props and local light sources.

Material Management & Optimization

The Layered Material system is exceptional for its intuitive UI and workflow efficiency, making it incredibly comfortable to work with during the production phase. However, in high-performance VR, these tools require strict discipline. It’s crucial not to use complex layered materials where they aren’t strictly needed: for instance, if a building or prop is “clean” gameplay-wise, using a 3-layer setup is inefficient because the shader cost is calculated in full even if those layers aren’t painted in.

In our pipeline, a standard master material is consistently more lightweight than even a single-layered material with only a background layer. While the difference in instructions might seem subtle, every minor gain is vital in the high-stakes environment of VR development. When scaled across a massive map, these incremental savings lead to a significant performance boost.

Therefore, we always prefer swapping instances back to basic master materials for simpler assets to stay within our tight 11ms frame budget.

I’m totally open to answering any questions about the VR pipeline, texturing, modular systems, or the general environment workflow in UE5!