This is personal project that I created using Cinema 4D, ZBrush, Substance Painter and Unreal Engine 5. It is a sci-fi border outpost similar in style to Horizon Forbidden West where technology is mixed together with frontier-style primitive housing and environments.

I created modular rocks in ZBrush using a high-poly to low-poly workflow. In Substance painter, I used a high=poly model to make a normal map of all the details and then mapped that onto a low-res model. The original high-res model came in at around 4 million polys for the sculpt. The final model for use in Unreal Engine was around 8000 polys. These boulders are rotated and reused throughout the scene.

The cave were modeled in two sections, the building and the rock formation. The thinking behind this design is that the settlers had enough tools and power to hollow out the inside of a rock formation. They wanted to conserve metal resources, however, so the metal was saved to make a front wall and door and the inside of the dwelling would be rock. The formation itself was kept as a supporting structure, hence the large central rock protusion. The dwelling itself was a low poly model with details and textures added in Substance Painter.

Buttes and background mountains for the far distance were created and textured using Gaea terrain software and Substance Painter. They were used in a modular fashion and rotated and copied to create variation.

 Props such as the canisters, lightpole, and stairs were modeled in Cinema 4D and textured in Substance Painter. Dirt, hard-surface details, rust, and decals were all added in Substance Painter and exported for use in an Unreal Engine material using three channels (base color, normal map, and a roughness/metallic/ambient occlusion map).

Foliage was created using Megascans fauna and the landscape painting tools in Unreal Engine.