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Stylized Prison Cell Ruins

This is my first-ever sculpting attempt. I've modeled all the models myself, and it was a truly enjoyable challenge! The main challenge was to sculpt in a stylized manner while maintaining cohesion across all the models.

Final Render

In Editor Scene

In Editor Scene

PureRef references (used Midjouney too for some insights)

PureRef references (used Midjouney too for some insights)

Wall Rocks Sculpting

Wall Rocks Sculpting

Wall Rocks In Engine

Wall Rocks In Engine

Fracturing the Wall with Chaos in Unreal

The initial idea of the Blocks material. However, I later opted for an in-engine gradient shader to create the "mold" impression on the lower-positioned blocks.

The initial idea of the Blocks material. However, I later opted for an in-engine gradient shader to create the "mold" impression on the lower-positioned blocks.

Shaders are made of some Baked Noise masks with a "mold" color gradient.

Banner Texturing with Substance Painter

Banner Texturing with Substance Painter

Ivy Generation in Blender with "Ivy Generator GeometryNodes".

Ivy Generation in Blender with "Ivy Generator GeometryNodes".

Planks Sculpting

Planks Sculpting

SImple simulation for a natural look of the chains

The ground blocks were created using a very simple pattern layer in Quixel Mixer, with a displacement on a plane implemented inside Unreal Engine. There's much room for improvement here, but since it doesn't appear at all in the render, it's okay for now.

The ground blocks were created using a very simple pattern layer in Quixel Mixer, with a displacement on a plane implemented inside Unreal Engine. There's much room for improvement here, but since it doesn't appear at all in the render, it's okay for now.

4k Resolution