Valley Of Justice

I’m excited to share my latest 3D project, Valley of Justice, created using Unreal Engine 5. This project was a deep dive into practicing and refining my skills in 3D environment design, lighting, and rendering techniques.

One of the most exciting aspects of this project was utilizing Unreal Engine’s Procedural Content Generation (PCG) tool to design a detailed Roman town. Compared to traditional techniques, PCG saved me an incredible amount of time by automating repetitive tasks like layout generation and object placement. It allowed me to focus more on creativity and fine-tuning the environment, achieving a level of detail and efficiency that would have been far more time-consuming with manual methods.

This project was not just about showcasing visuals but also about pushing my technical and artistic boundaries. Every shadow, every beam of light, and every architectural detail was an opportunity to learn and grow.

I’d love to hear your thoughts on the results, and I welcome any feedback or insights from the community.

Artstation

LinkedIn

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Hi there @Higanbananana,

Hope you’re well and having a wonderful week so far :slight_smile:

Valley of Justice” is such a great name for this project. Every element felt powerful and meaningful. Beyond the message of this, the artwork itself is incredible. Especially the lighting and the cinematic feeling throughout the showcase.

Just out of my own curiosity, how long were you working on this?

Hi there, it took me about 5 days to create this scene from scratch, 1 day for blocking, 2 days for set dressing, and 2 more days for lighting and camera works.

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Such a short amount of time for such a polished final product. :slight_smile: Do you currently have another project in the works that us forum dwellers can look forward to are are you taking a break after this one?

yes currently in progress, I will give you an update when it’s done :grin:

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Oh terrific. I can’t wait to see it :smiley: Happy developing until then!

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Hello em higanbanananana nha :cold_face: