Giger-esque

Wanted to try out Unreal Engine 5 and thought a dense Giger-esque environment would be a good test bed.

I'm really pleased with how the engine handled the tri-density of this scene. I wound up baking the super high poly stuff to a series of trim sheets and tiling materials rebuilding the scene that way to give myself way more flexibility in terms of shapes and layout. After I was happy with the final layout I went back and displaced all the geo using the materials I made from the original sculpt.

Additional wall modules were made by closing the "lips" of the walls and then making sections that don't have any orifices.

Soldier models are the Paragon Murdock character with very minor material tweaks. Wierd spidery thing at the end of the hallway was made by me in Zbrush.

Final render

Final render

ZBrush model for the original wall segment

ZBrush model for the original wall segment

Material bake from part of the OG wall module

Material bake from part of the OG wall module

Material bake from the "ribs" of the OG wall module

Material bake from the "ribs" of the OG wall module