First Environment Project in UNreal


now that im fairly caught up on the work that i was behind on im gonna slowly try to re-do the materials this time with MUCH more patience and try to do it justice this time
i was being a bit stubborn through the process and wanted to keep going to see everything with the materials applied to see if my mind changed or not.

it has to scream sci-fi atlantis
i just don’t know how, not yet atleast

as for the textures on the walls
its mostly gonna be trim textures
i haven’t finalized the uvs on it they’re aligned which took a big time to achieve… smh…
(skill issue obv…)

but ill try to optimize them and create a new trim sheet with all the textures that i want

also since i scrapped the columns i’m gonna try to test a few different roman style destroyed columns in the scene

see how they work

and for the last thing
the water although i’m happy with it
it still feels like its lacking something
i gave it motion and now it feels natural
maybe its just because i still haven’t added the bottom where all the destroyed stones and pebbles and different stuff have gathered that it feels off to me.

Okay So,
I re-did a bunch of stuff

Let go of the bakes and did the expanded UV Method for all the Assets Except The Idol





The Material for all the assets is the same
a Rock Texture i made but the color grading is done separately based on placement on the scene





Started the main changes by creating a Vertex Painting Material
that would give me a lot of freedom over the adjustments to each layer




So…
now to the fun stuff

i Changed the Geometry of the Room because it Really Wasnt Working with the tiling i had and looked too weird

and made the Emissive Patterns a bit more symmetrical so that the textures dont work against it.

as for the blocked off exits i mixed 2 assets i found online and just made a pile of rubble and destroyed stone to make the destroyed blocked exits.

afterwards i grabbed 2 new textures
moss and painted concrete to create the destroyed aged mural vibe i wanted

the rest was just vertex painting and trying to place stuff in random places to make the scene a bit more interesting





also i should mention the painted concrete parts also have a decal actor placed on top of them which has a broken/destroyed fresco to further reinforce that vision.





I vertex Painted the assets i had made with moss,
i still need to paint a bit of moss on the box and the column as well

also i think i might add moss to the emissive patterns and/or apply dust to it
a friend pointed out that its too shiny which i agree with.

but so far the path, the steps, the altar, the walls and the blocking stones all have moss applied to them.

As for other extra detail i added some broken tiles and statues and slabs inside the water,
its not too visible yet but i really like that detail to be honest.
id like to highlight them in some way but i dont know how yet.




And Last but not least i made a few animations,
i think ill pick 2 of them to work on more and make the main 2 renders in the diorama.





Hello @Nyx.Nim !

I love that you’re taking inspiration from Destiny 2 with your tech combination with magic. It is one of my favorite aspects and can be very pretty to enjoy idly in the game. I think your structures and texturing are coming along very well and I like the centerpiece. Will the centerpiece only move once when the scene is finished or will it be a continual animation?

Greetings, time for the update :

Okay, so i wasn’t quite happy with the moss texture so i tried a couple different stuff,
Long story short after going through 4 different textures
I decided to use foliage painting,

And used creeping ivy for it,
There were problems with foliage painting and collisions that i had to resolve first which took a bit too much time.

At the end i even considered trying PCG but opted not to,
Right now i have archangel flowers acting as the vegetation covering the walls,
Its Still not perfect yet but its getting there.
hope if anyone reading this has a suggestion

For the Lights i decided to crack it up a notch and activated Exponential Height Fog with Volumetric Fog Enabled and fiddled with the Settings for a bit to get the crispness i wanted.

afterwards i found out about the console command to even further adjust the fog Grid pixels and set the pixel density to 2 ( it was 8 at first when i made my first adjustment to 4)

After the Volumetric Fog,
I decided the scene still needed a very SUBTLE Mist/Fog moving through my scene.

So i got to work on the Fog Material with help from a youtube video


With the Material done i thought about what sort of mesh would be better for the Fog
decided on a cylinder for the middle of the scene and a simple plane at the bottom


I Really wanna have a good Wall Vegetation but honestly i have no idea how to fix it yet.
I’d Appreciate any Help i can get on that subject.









Thank You so much for your Encouragement, I really appreciate it.

to be honest I really wanted to lean in to that Vex-Tech fantasy a bit more but i didn’t have too much time to really sculpt and find proper materials to do it justice, I’m still struggling with the material i have right now as is.

as for your question if by the centerpiece u mean the floating orbs the idol then no its going to be a continual animation i think.

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Thank you so much, I really Appreciate it
I feel like I kinda shot myself in the leg with the theme i went for because i currently don’t have the skills to execute them properly to be what i envision in my head.

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