The Beginning
I have started an environment project as I know I desperately need to add environment work to my portfolio! For this project, I have chosen to create a temple inspired by Al Khazneh Treasury in the Jordan Desert. This amazingly beautiful and ornate temple is literally carved straight out from a sandstone desert cliff in Jordan and is amazingly intricate in details. I think the most interesting and awe-inspiring part of this place is the pure scale! Just looking at the reference images, you can see how behemoth this temple is compared to the people standing at it's base. It's amazing how any civilization were able to create this with minimal technology.
Initial Blockout
Starting this project, I first opened up an Unreal Engine 5 project. The reason I am choosing UE5 as my game engine for this is because I want to use Epic Games' most recent technology in the lighting system Lumen and the virtualized geometry system Nanite to achieve the greatest levels of detail possible, whilst also getting myself accustomed to the new engine that I'm sure game studios will be switching over to from UE4 once it leaves early access. These systems in place allow me to achieve realtime global illumination and essentially unlimited geometry with static meshes for my environment.
I recently purchased a brand new Huion Inspiroy drawing tablet too as I've started to pickup ZBrush again so this project is a perfect subject matter for all my needs at this point in time. I will be creating temple assets whilst also using Quixel Megascans library to achieve the rest of the environment.
This is the current progress of the blockout for this environment. The main goal of this blockout was to get the general scale of the architectural assets setup and ingrained in my mind, ready for when I start modelling and importing assets. It's not perfect. I already see issues with the scale that I am going to fix but that's the entire job of a blockout. Comparing this to the original reference, I think I need to make my temple slighly less wide. The columns are too far apart at the moment and the inside needs some rearranging too.
De-rustifying My ZBrush Skills
For my first asset, I thought I'd start with one of the main columns. Luckily for me, this column is repeated throughout the entire temple so I will only have to sculpt one and use it modularly. For this and the walls, I want to make modular to save time and for efficiency purposes. In environment art, the importance of modularity is paramount.
Beginning the column, I started off creating the basic primitives in Blender, getting the main shapes modelled and then exporting these to ZBrush where I would add all of my intricate details and layering. For the most part, it was creating insert mesh brushes and using curves to creating the vines. Then dynameshing and sculpting out the details of the rest, such as the large leaf ornaments pertruding from the surfaces around the column and the flower heads that looks like bells. For the vines, I just used snakehook brushes to create the thorns. I took some creative liberty compared to the original references to make it my own, but I wanted to keep it clearly inspired. After modelling everything, I added surface noise and damage to the column to give it further detail. Sandstone over time wears away. Usually this would be caused by errosion in more humid climates, but in a desert, I'd expect this would be due to sandstorms and abbrassive sedements in the wind that gently wear away at the surfaces over long periods of time.
05/08/2021
Redesigning Blockout
Blockout version 2. Going back to what I previously said about getting the scale of the temple right, I went and redid the entire temple blockout to a higher standard. I think I am now closer with the scale and I prefer this overall composition for the temple.
I will be continuing to make changes scalewise to the blockout until I start implementing the final version of the assets into the engine as it's KEY to get that right in this project.
19/08/2021
Creating Overall Blockout
I have created a new quick blockout for the cliffs. I just dragged some alphas over a speed sculpt of the general shape and composition I wanted for the scene, decimated and exported the mesh straight into unreal engine. At this stage in the project, I am researching a lot into the best workflow I am going to use to create super highly detailed cliffs. I was going to use purely nanite meshes with vertex colour painted in ZBrush as textures but I have decided against that as I cannot get the detail and precision I want with handpainting these gigantic cliffs. It's too time-consuming and inefficient, therefore I think I am going to approach this by making a 'low' high poly mesh with UVs, that I can take into a texturing software such as Substance Painter or Quixel Mixer. From there I will add rock materials that I will have lots of quick procedural control over and I believe I will achieve a mucher greater result. Especially if I export the mesh with tesselation using the materials I've applied. This way, I should be able to achieve the amount of details I want, efficiently.
Once I have the cliffs modelled, sculpted and textured. I will then begin to work on the landscape material and material blends to get greater variation and detail. I will continue to work on the temple after I have the initial scene in place. Start with the large objects first and work my way to the smaller details later. That's my plan!
23/08/2021
Implementing My Unique Nanite Meshes
I have finally found a workflow for creating my own nanite meshes. It involves sculpting the mesh using dynamesh, getting the final highpoly details, however many millions of polys I want. You then duplicate the mesh and using 'Remesher', remesh the high detailed sculpt to something more manageable for UVing. Around 40K was where this cliff piece was remeshed to. Then, using polygroups I used 'UV Master' to create UV islands from the poygroups. You can also use the ZPlugin 'PolygroupIt' to create polygroup islands quickly. After UVing, I then subdivided the mesh to around the number of millions of polys I originally had on my detailed sculpt. Maybe a little less so it could be imported into Substance Painter or Quixel Mixer. After this, all you have to do is reproject the details of the original high poly sculpt onto the UV'd remeshed subtool that has been subdivided and BOOM! All the details are back onto the UV'd mesh that can now have materials applied or be textured in another external software. I have currently opted to export this mesh straight into UE5 and plan on using the megascan materials there. I might decide to change my mind and use or texture it using Mixer or Substance later on for more control.
At the moment, this mesh is just a smaller section of the vertical wall, but after figuring out this workflow, I think I am going to create the entire right angle section of cliff as one mesh, almost like a mega structure, then use the same worflow on that. This will just require a bit more attention to the UV islands orientations and seam placements, but otherwise, will be the same thing.
HERE is how I learned to create my own nanite meshes, UV and texture them.
24/08/2021
Creating The Composition
Made a bit more progress on the environment. I have imported and set-dressed some cliffs together. Also finished creating the main cliff piece around the temple. Starting to come together nicely. The main challenge at this stage will be creating the ground as I do not have access to tesselation or RVT landscapes (virtualised textures) in UE5 which means I cannot get the details I want solely from a material or any procedural blening between assets and the landscape. I will most likely use a mix of megascans ground assets and sculpted terrain such as small modular windswept sand pieces along with larger boulders to poulate the ground. I know I also want a puddles of water in the sand to give reflections in the valley too. and break up the roughness valleys.
Another thing to consider once I have the majority of the composition down is the weather and lighting I want. This stage will need a lot of research and development until I'm happy. I will probably create a colour swatch and get some inspiration from desert photography. Maybe stormy deserts too since I want water in the scene. This includes post process effects and even particles like sand blowing through the valley.
25/08/2021
Starting the Ground
Time to tackle the ground. This is a very important process in this project as I have a lot of ground to cover....literally. All jokes aside, without displacement being available in UE5, how was I going to get the amount of fidelity and detail I wanted in my terrain? I can't quite use it in the usual methodin-egine, but, I found a workaround that yeilds significant results by using Blender's 'Displace' and 'Smooth Correction' modifiers onto a subdivided grid and applying the material displacement map onto it, I could then export that plane or mesh and apply the material in engine and I get a tileable, modular ground piece that casts shadows and has all the geometry as a nanite mesh.
I will use this, in conjuxtion with quixel megascans assets to create the valley. I will be able to break up and hide any seams where I change materials, etc with rocks, boulders, etc. If the displacement map used to create the meshes geometry is similar enough in noise to another material, I might be able to get away with using material blending to break up the tiling effect. Luckily the material I am using at the moment tiles extremely seamlessly and you can barely see the repetition. Esp[ecially once I add assets over it.
HERE is the link to the tutorial I found to create this.





















