Hi everyone! I’m currently working on an environment inspired by the lore of the newest album by Bring Me The Horizon - Nex Gen. (More info about the lore: https://www.youtube.com/watch?v=fQG3O6avUrw).
The environment itself is an abandoned gothic chapel which has been occupied by the Genxsis Cult and serves as one of their bases. This includes props such as the center cross with an hologram representing the IA, multiple monitors and servers as well as ecclesiastical elements like pews and chandeliers.
At the moment I’m working on just the blocking and modeling the elements of the chapel itself such as the windows, rose window and wooden beams.
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New update! This week I’ve focused on setting up the modular pieces of the chapel. Also I’ve added some cult members in different poses around the chapel. Materials are definitely still in progress as I want to add some vertext painting to make it look more abandoned and dirty.
Hi there @awitadekoko,
Welcome back to the Unreal Engine forums. Hope you’ve been well 
Not sure how I missed this project for so long but it looks really interesting from what I can see so far. The references you displayed are absolutely stunning. Can’t wait for the next update! 
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Hi again! After completing the modular parts, I moved on to vertex painting for both the ceiling and walls to enhance the abandoned and weathered look of the environment. I’ve also started refining the lighting, particularly focusing on the candles to create a more atmospheric and immersive effect. In addition, I’ve begun modeling key assets such as the door and benches to further develop the scene. Since I didn’t have a clear reference for the central cross, a colleague of mine (https://pablochanza.artstation.com) helped me by creating a concept for it, which has been a great starting point for the design.
Progress update! I’ve finished the vertex painting for the walls and added various decals to enhance the worn and abandoned feel of the environment. I also started blocking out the central cross, the main hero asset of the scene. It’s in an advanced stage, but there’s still plenty to refine, like adding plates, screws, and extra cables. Additionally, I’ve been working on a holographic material in Unreal Engine for the AI projection on the cross. To test things out, I did a first lighting pass—though the candle placement is just a rough setup to get a sense of how they illuminate the scene.
Progress update! This week, I’ve finished modeling the central cross, adding the final elements and cables. I also completed the UVs to move on to texturing in Painter. The texture work is almost done, though I still want to add more wear, dirt, and screws to enhance the details.
Additionally, I started modeling the monitors to bring more life into the scene and created a texture atlas that allows each screen to display a different image. This will help add variety and storytelling elements while optimizing performance.
On the lighting side, I’ve been working on improving the overall setup. It still feels quite dark since the monitor lights are missing, and there’s still a lot of refinement needed. However, this is a first step toward the final look, and I’ll continue adjusting it to achieve the right atmosphere.
This week, I’ve been working on several aspects of the scene. I finished modeling the desk along with the monitor arm and different screens. I also completed the modeling and texturing of the servers, creating modular variations to allow different layouts.
On the lighting side, I’ve been adjusting the overall setup, working on the balance between warm and cool tones. The scene still needs some refinements, especially in the placement and intensity of the lights, to achieve a better atmosphere. I also implemented the floor cables, integrating them into the scene to connect the different elements more naturally.
There’s still a lot to improve, but the project is taking shape, and I’m looking forward to refining the details further.
This week, I textured the desk with multiple monitors and created a texture atlas to give each screen a unique display.
I also modeled and placed cables in Blender to connect all the elements, adding more cohesion and realism to the environment. On the lighting side, I did another pass to keep refining the atmosphere and improve the visibility of key elements. Additionally, I started with the set dressing, adding fallen bricks and cables on the floor to enhance the abandoned and worn-down feel of the chapel. Step by step, the scene is coming together and getting closer to the vision I have in mind.