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Ancient Facility

A scene i put up in around a month of late night works. Heavily inspired by the "Blame!" Manga, by Tsutomu Nihei. Everything done 100% by me except for the concrete texture, wich is a combination of several megascan texture sets and a bit of procedural stuff in substance painter.

Front view

Front view

Moving version of the previous view.

Back view. The giant destroyed builder looms in the distance.

Back view. The giant destroyed builder looms in the distance.

View from the bottom up

View from the bottom up

The vegetation asset used. Additional variety was obtained through decals and textures.

The vegetation asset used. Additional variety was obtained through decals and textures.

Large assets used in the scene.

Large assets used in the scene.

This gif shows how Parallax occlusion map was used on masked planes to quickly add detail to the surface of the modes.

This gif shows how Parallax occlusion map was used on masked planes to quickly add detail to the surface of the modes.

Assets used in the scene

Assets used in the scene

Most of the materials for the large environment props were procedural, assembled directly into UE5. In these cases substance was used to create a blendmask wich could be adjusted in UE.

Most of the materials for the large environment props were procedural, assembled directly into UE5. In these cases substance was used to create a blendmask wich could be adjusted in UE.

Assets used in the scene

Assets used in the scene

Cables and pipe meshes used in the scene

Cables and pipe meshes used in the scene

This very low quality gif shows the parallax thexture for the cable wall. Basically two different texture set were lerped together, offsetted with parallax occlusion mapping (one single layer wouldn't give enough depth). PDO was also used to hide tiling.

This very low quality gif shows the parallax thexture for the cable wall. Basically two different texture set were lerped together, offsetted with parallax occlusion mapping (one single layer wouldn't give enough depth). PDO was also used to hide tiling.