Forgotten Shrine - UE4

Detail Lighting.

Detail Lighting.

I looked at reference similar to the type of environment that I wanted to build, paying attention to the weathering of stone in an environments such as these, as well as how the moss grew on stone and other manmade structures.

I looked at reference similar to the type of environment that I wanted to build, paying attention to the weathering of stone in an environments such as these, as well as how the moss grew on stone and other manmade structures.

I started by building a rough version of my shrine in 3ds max. I was sure to keep the polygons on the model evenly sized to make sure that unwrapping the object would be easier, this also made the texture projection much easier in the long run.

I started by building a rough version of my shrine in 3ds max. I was sure to keep the polygons on the model evenly sized to make sure that unwrapping the object would be easier, this also made the texture projection much easier in the long run.

After the block out phase, I completed the shrine model so I could progress to the unwrapping phase while still keeping my even topology for my material. The UVs for this asset were unwrapped in strips to accommodate the use of the trim sheet.

After the block out phase, I completed the shrine model so I could progress to the unwrapping phase while still keeping my even topology for my material. The UVs for this asset were unwrapped in strips to accommodate the use of the trim sheet.

In Unreal, I experimented with a couple of trim sheet variations but ultimately settled on my original. The vines were downloaded from the Unreal marketplace. The plants were made in Speedtree.

In Unreal, I experimented with a couple of trim sheet variations but ultimately settled on my original. The vines were downloaded from the Unreal marketplace. The plants were made in Speedtree.

I knew I wanted to experiment with photogrammetry so I went out to my local park and photoscanned some rocks. I processed the data in Metashape, then cleaned up the models in Zbrush before importing into 3ds max to apply smoothing groups to the models.

I knew I wanted to experiment with photogrammetry so I went out to my local park and photoscanned some rocks. I processed the data in Metashape, then cleaned up the models in Zbrush before importing into 3ds max to apply smoothing groups to the models.

PBR Calibration:
I started by baking mesh maps from high to low res. I used the colour map to generate the base roughness for my rocks, I did this by applying levels and other effects  to the texture. I repeated the process for the cracks and edges.

PBR Calibration:
I started by baking mesh maps from high to low res. I used the colour map to generate the base roughness for my rocks, I did this by applying levels and other effects to the texture. I repeated the process for the cracks and edges.

Once the roughness of the rock had been calibrated, the textures were ready for exporting. I repeated this process for each of my photogrammetry rock assets and imported them into Unreal Engine.

Once the roughness of the rock had been calibrated, the textures were ready for exporting. I repeated this process for each of my photogrammetry rock assets and imported them into Unreal Engine.

A real-time environment that I made for University using primarily photogrammetry. I Had a lot of fun learning photogrammetry pipelines for games production, it was definitely a learning curve.

The grass, ferns, flowers, and dead leaves in this scene were downloaded from the Kite Demo available on the Unreal Marketplace. The trees were made using Speed Tree. Everything else was made by me using either photogrammetry, or built from scratch using 3ds max, and Substance Painter.

Total Tris:
Shrine: 6k
Photogrammetry rock assets: 17k