# How would you start to build this Blockout to a realistic scene? What programs would you choose?

**URL:** <https://forums.unrealengine.com/t/how-would-you-start-to-build-this-blockout-to-a-realistic-scene-what-programs-would-you-choose/571772>\
**Category:** World Creation\
**Tags:** Environment, Building-Worlds, unreal-engine, UE5-0, Level-Design, question\
**Created:** [June 1, 2022, 6:00pm UTC](https://forums.unrealengine.com/t/how-would-you-start-to-build-this-blockout-to-a-realistic-scene-what-programs-would-you-choose/571772 "2022-06-01T18:00:14Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![Yazzin](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/yazzin/32/476999_2.png) [@Yazzin](https://forums.unrealengine.com/u/Yazzin)\
**Post date:** [June 1, 2022, 6:00pm UTC](https://forums.unrealengine.com/t/how-would-you-start-to-build-this-blockout-to-a-realistic-scene-what-programs-would-you-choose/571772/1 "2022-06-01T18:00:14Z")

</div>

Hello Community,  
I’m currently a total beginner to Unreal Engine 5 Level Design. I was really astonished by the work the people from Quixel did within their _Ninety Days Challenge_. So now, I’m trying to compete in the _Better Light Than Never Challenge_.

I wanted to build a pretty unique scene, which leads me to the point where I do **not** have any modular pieces from Quixel Bridge, so I’m standing in front of a pretty blank paper, with just a simple SuperGrid blockout for my scene, which you can see here:

 ![HighresScreenshot_2022.06.01-19.39.49](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/d/a/1da36eac4b0efa9903c3ad1c5f56ed774abcdfc9.jpeg)

The scene shows a Hangar. It should be an old one, a broken down and overgrown hangar that was left a long time ago. As the roof breaks, the sun starts shining inside the hangar, creating life over the Death Machines.

Long story short, **I don’t know how to proceed now**. I was facing problems like material stretching which I could, for the sake of God, not fix within the Quixel Master Materials and so on… So I was thinking about **modeling my own meshes** , **texturing them** with Mixer or something, and then using them to build the scene. But, as a beginner, **I don’t know where to start**.

I would _really_ appreciate any help you could give me on how to start building and creating things after the blockout is now there.

---

<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [June 1, 2022, 6:13pm UTC](https://forums.unrealengine.com/t/how-would-you-start-to-build-this-blockout-to-a-realistic-scene-what-programs-would-you-choose/571772/2 "2022-06-01T18:13:43Z")

</div>

For the stretching materials, you need to know about world aligned materials

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/a/d/3ad00a5f64764e45a2fbac5e4e3be4416e46b0e8.jpeg "[Unreal Engine] - World Aligned Texture") ](https://www.youtube.com/watch?v=BMbV4I4acaQ)

Be aware that you can totally repurpose many meshes. You don’t need to have hangar assets to make a hangar. You can use all sorts of other assets, turn them up the wrong way, scale them strangely and change the materials, and build a hangar.

It’s good to learn to model, but you don’t have time before the deadline to learn that ( think more like 2 years ).

Google stuff, and find something that makes you go ‘WOW’. Then make it out of grey blocks, and change them into meshes with material.

Also, maybe

> **[Recycling Salvage Scrap Area in Props - UE Marketplace](https://www.unrealengine.com/marketplace/en-US/product/recycling-salvage-scrap-area)**
>
> 4 Build and 22 Props Recycling Salvage Scrap Area

---

<div class="post-metadata">

**Author:** ![Yazzin](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/yazzin/32/476999_2.png) [@Yazzin](https://forums.unrealengine.com/u/Yazzin)\
**Post date:** [June 1, 2022, 7:18pm UTC](https://forums.unrealengine.com/t/how-would-you-start-to-build-this-blockout-to-a-realistic-scene-what-programs-would-you-choose/571772/3 "2022-06-01T19:18:58Z")

</div>

Hey @ClockworkOcean, thank you for the very fast reply. I was not expecting that :D.

First of all, even while using World Aligned Textures, Quixel does not come with Texture Objects and converting regular textures to nodes seems not to be possible. After that, I was trying to use some Object Scale Calculations from the SuperGrid project which were almost like what I needed but still a bit offset. However, when using the modeling tool, I saw that the material fits perfectly, I guess that’s just because of the optimal, unstretched UVs.

To your second topic: Recycling Meshes. I find it pretty interesting to think about when I’m being honest.

Thanks for giving me a direction to go towards, which will now not include modeling the whole hangar within 26 days of learning Blender or something. I will keep this updated when I come across new questions.

I now have some references in PureRef that I really like, and I’m going to keep blockouting (?) the level until I find some meshes that I can use… somehow… in some way. 😃

---

<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [June 1, 2022, 7:27pm UTC](https://forums.unrealengine.com/t/how-would-you-start-to-build-this-blockout-to-a-realistic-scene-what-programs-would-you-choose/571772/4 "2022-06-01T19:27:40Z")

</div>

> [@Yazzin](#):
>
> First of all, even while using World Aligned Textures, Quixel does not come with Texture Objects and converting regular textures to nodes seems not to be possible. After that, I was trying to use some Object Scale Calculations from the SuperGrid project which were almost like what I needed but still a bit offset. However, when using the modeling tool, I saw that the material fits perfectly, I guess that’s just because of the optimal, unstretched UVs.

Yes, you have to re-write the material, I think… You can do world aligned with both texture nodes and texture objects.

Think outside the box and re-use 😉
