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Unreal Engine 5 Cemetery Environment
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Unreal Engine 5 Cemetery Environment

Cai Santos
by CaiSantos on 30 May 2023 for Rookie Awards 2023

I'm so excited to finally show this. I've been working on this scene for so long in my spare time and now I finally finished it. I need to thank Lucas Silva for his mentorship during this project. He helped me a lot with feedbacks and 3d art knowledge.

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In the begining I had a rough ideia about making some environment with gothic cemitery theme. With this ideia in mind, I had started to look out for some concept art on the internet to get a reference, when I found a perfect concept made by the amazing artist called Leo Amaral, who gave me the permition to adapt the 2D art for 3D environment.

I hope you enjoy this first version of the scene with nightlight, now take a look of another version with daylight!

That is it!

Now take a look on the breakdown content!

Let's me explain the pipeline I followed:

1. First off, I started by shaping all the models in Autodesk Maya, without worrying about the polycount. I just wanted to get the shapes right, making them high-poly.

Note: Zbrush was used to sculpt the statues.

2. Once I had the high-poly models, I began the retopology process, taking my time to optimize them as best as I could.

3. In this step, I made all the necessary cuts in the low-poly models to create UV maps, which I could later use for baking.

4. For baking the models, I used a new feature in Substance Painter called "Match By Mesh Name." I simply renamed each object, adding "_highpoly" to the high-poly versions and "_low" to the low-poly object names.

5. Now, it was time to get down to texturing! I fully textured all my assets in Substance Painter.

6. After wrapping up the main assets, I figured out I needed more stuff to complete the background of the scene. So, I decided to dig into photogrammetry a bit and use it as a starting point for the walls. Then, I tweaked the rest of the walls to make sure they fit together nicely. I used this cool software called Polycam to generate the photogrammetry models.

7. Once I had the high-poly photogrammetry models, I proceeded with the retopology process using Autodesk Maya.

8. Next, I used xNormals to transfer the texture maps from the high-poly models to the low-poly models.

9. I still not satisfied I thought it would be great to create some trees using SpeedTree software, to later use them in Unreal Engine 5 with the Nanite resource.

10. Finally, with everything at my disposal, I assembled everything inside Unreal Engine 5.

11. Even though I had set up the scene, I still needed some crucial elements to complete it, like ivy. So, to get some top-notch ivy, I used this awesome plugin in UE5 called Crazy Ivy.

12. To achieve a more realistic floor, I used materials and decals from Megascans to create a blend material, resulting in a high-quality outcome.

13. However, I still wasn't satisfied with the number of items for the background composition. So, I added some assets of flowers, small grasses, and bushes from Quixel Megascans and the Epic Marketplace. Additionally, I included some insect particles.

14. Now it was time to work on the lighting, both for the daylight and nightlight versions.

15. Lastly, I applied post-processing effects to ensure the overall setting looked coherent with the lights.

I hope this clarifies the entire process of my work. Thanks for following along!


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