Here are some architectures I made for an unreleased project: for this reason, what you see here doesn’t reflect the final quality we aimed for, but rather an advanced stage with several steps still to go.
Thank you for your understanding.
The shader was made by Dario Mambro.
The rocks in the background were scanned by our lead artist, Christian Ronchi.
The ruins are made assembling different assets as level istances.
Most of the props have no UVs but the triplanar shader operates on a layered system, where each layer is masked by an RGB vertex color channel. You can reveal or blend materials by painting on the mesh, with vertex colors acting as the opacity mask between layer; this blending also uses height map textures, to increase the realism of the transition.
The assets are mainly modeled in Blender, others inside the Unreal Editor itself, like some debries.
Megascan was used for some textures and very few props like the pebbles on the ground.