Graveyard Scene

I'm beyond excited to share this personal project I've been working on in my spare time over the last 4 months! The Graveyard Scene is based on a concept by the talented Darren Benton. I loved the concept so much that I tasked myself with bringing it to life using Unreal Engine 5.
https://www.artstation.com/artwork/BkVnk
This project gave me an extensive amount of practice with Unreal Engine and the chance to build my skills as a 3D Environment Artist.
All the models in the scene were created by me with the exception of the Ivy which I sourced from Quixel Megascans and added in at the end of the project as I felt the mausoleum really needed some overgrowth.
Figuring out the approach for the Mausoleum was truly challenging. But, I managed to come up with a very efficient way of working so that I could maintain quality in my textures. While also still having nice crunchy looking damage and wear details.
I would like to send a special thanks out to everyone who gave me feedback and suggestions on this project like Shawn Jackson my former Art Director at Creative Bytes Studios as well as Kevin Gordon and Conor McNeil my colleagues at Niagara College!

Mausoleum uses a tileable texture blended with baked detail normal map UDIMS. Also includes RGB masking to add highlights, moss and wear.

Mausoleum uses a tileable texture blended with baked detail normal map UDIMS. Also includes RGB masking to add highlights, moss and wear.

Terrain materials and moss for props.

Terrain materials and moss for props.

Headstone and mausoleum tileables.

Headstone and mausoleum tileables.

Statues use the same shader as the mausoleum shader. Also leverages baked detail normals and RGB Masking.

Statues use the same shader as the mausoleum shader. Also leverages baked detail normals and RGB Masking.

Displacement landscape meshes created in Substance Designer.

Displacement landscape meshes created in Substance Designer.

Grave sets A and B use tileable textures blended with a trim normal that was created in Zbrush and overlaid on a second UV channel.

Grave sets A and B use tileable textures blended with a trim normal that was created in Zbrush and overlaid on a second UV channel.

Dead oak trees created in Speedtree using Megascans textures that were refined in Substance Designer.

Dead oak trees created in Speedtree using Megascans textures that were refined in Substance Designer.

Tiles + Rocks sculpted in Zbrush.

Tiles + Rocks sculpted in Zbrush.

Progress from whitebox to finished environment.

The dead oak trees use a vertex shader to add a second layer of bark in UE5 to more closely capture the peeling bark feel from the concept.

Grave prop shader randomizes albedo, wear and moss coverage all based on world position.

Grass atlases created in Substance Designer from scratch.

Grass atlases created in Substance Designer from scratch.

Background mountains created in Substance Designer using Megascans height maps as a starting point.

Background mountains created in Substance Designer using Megascans height maps as a starting point.