SYMMETRIC ROADWAY INTERSECTION
Software Used : Adobe Substance Painter and Adobe Photoshop for texturing 3d models and creating PBR texture maps.
Autodesk Maya for creating 3d models. Creating UV maps and materials.
Game Engine: Unreal Game Engine 5.3
Databases, tools and 3rd party apps used in UE 5.3: Quixel Bridge, Unreal Marketplace, Ghost Town Vol8, Landscape, Foliage, and Modeling.
Autodesk Maya for creating 3d models. Creating UV maps and materials.
Game Engine: Unreal Game Engine 5.3
Databases, tools and 3rd party apps used in UE 5.3: Quixel Bridge, Unreal Marketplace, Ghost Town Vol8, Landscape, Foliage, and Modeling.
Final scene render from Unreal Game Engine 5.3
Final scene render from Unreal Game Engine 5.3
Final scene render from Unreal Game Engine 5.3
Screenshot from Unreal Game Engine 5.3
Screenshot from Unreal Game Engine 5.3
Screenshot from Unreal Game Engine 5.3
Screenshot from Unreal Game Engine 5.3
Screenshot from Unreal Game Engine 5.3
WORKFLOW
Started with UE SIMULATION blank template.
Scaled the terrain in order to have 1 mile around the intersection.
Created Landscape Paint Material and applied it to the terrain, used the Landscape tool Paint mode with that paint material to texture the terrain.
Scattered grasses around the terrain using Foliage Mode. Grasses from Quixel Bridge. Combined different type of grasses to achieve detailed looking environment.
Created Procedural Content Generation (PCG) graph to scatter trees around the terrain. The tree models used from Unreal Marketplace.
Used Autodesk Maya to model the 3d contents such as signs, traffic lights, poles, roads, marking lines and etc. Created UV maps and materials to use in Substance Painter.
Used Substance Painter to create PBR texture maps. Adobe Photoshop to touch up texture maps.
Used Substance Painter to create PBR texture maps. Adobe Photoshop to touch up texture maps.