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UNRELEASED PROJECT

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.

A city-wall, with different front and back decorations.

A city-wall, with different front and back decorations.

The same wall as before but damaged.

The same wall as before but damaged.

The first level of a tower, often located beside a gate or between wall segments.

The first level of a tower, often located beside a gate or between wall segments.

The second level of the tower o simply a smaller wall.

The second level of the tower o simply a smaller wall.

The third and final level of the tower, almost intact (left) and a broken version.

The third and final level of the tower, almost intact (left) and a broken version.

A single module, redesigned in three different variants: the first as a semi-destroyed entrance, the second as a dilapidated wall, and the third as a nearly intact wall.

A single module, redesigned in three different variants: the first as a semi-destroyed entrance, the second as a dilapidated wall, and the third as a nearly intact wall.

Located on the opposite side, the previous assets reveal rework intended to create more variants.

Located on the opposite side, the previous assets reveal rework intended to create more variants.

Nine individual stones were sculpted in Blender and then arranged in a tileable UV layout for traditional texture baking

Nine individual stones were sculpted in Blender and then arranged in a tileable UV layout for traditional texture baking

The optimized stones and baked textures are utilized in various ways, depending on the context.

The optimized stones and baked textures are utilized in various ways, depending on the context.

I’ve gathered here some assets from the level istance above. With a limited environment team, our priority was visual impact over micro-details....

I’ve gathered here some assets from the level istance above. With a limited environment team, our priority was visual impact over micro-details....

...Although these wall modules are quite simple, they have been refined with the props on this page to create more interesting architectural ruins.

...Although these wall modules are quite simple, they have been refined with the props on this page to create more interesting architectural ruins.