This project was completed during my time at 3DSense Media School under the advanced diploma programme for game art. I am responsible for all aspects of modelling, texturing, lighting, and rendering in Unreal Engine 5.
This environment was built over a intensive 4-month timeline with a strict objective: to recreate a complex reference image as closely as possible, pushing for AAA visual fidelity while maintaining runtime optimization inside Unreal Engine 5.
As only my second completed project within Unreal Engine 5, this was an incredibly challenging but invaluable milestone that dramatically accelerated my understanding of modern production pipelines, technical problem-solving, and cross-software workflows.
- High-to-Low Poly Workflow: Sculpted organic assets in ZBrush and utilized Maya/Blender for precise hard-surface modeling, retopology, and clean UV unwrapping.
- Texturing & PBR Workflows: Authored high-resolution, game-ready PBR textures utilizing Substance Painter and Quixel Mixer.
- In-Engine Shading (UE5): Developed robust shaders in Unreal Engine 5, such as vertex painting materials to break up repetition and dynamically adding grunge decals where necessary.
- Optimization: Strictly prioritized clean topology, efficient texture budgets, and modular construction to ensure the environment runs smoothly at real-time frame rates.
This project completely transformed my approach to environment art. Managing a heavy library of unique assets under a strict timeline taught me how to effectively budget my time, balance geometric detail with shader complexity, and rapidly adapt to new tools inside Unreal Engine 5.
Original Concept by Adrzej Dybowski