This is a scene that I did as an art test, spent just 8 evenings on this one.
For the draft version I used some megascans modules to reach the real life proportions. Then I created own modules and some unique elements like arch and decor. For the ground bricks I used displaced and tessellated geometry and VP shader with puddles from megascans library, huge puddle has being created by using plane with a water material. Some materials was edited using quixel mixer, for best match.
To skip longfull props creating process, I decided to use assets from different scan libraries: Megascans, PolyHaven, Textures.com, PBRMax.com, and some assets from Unreal marketplace.
The main task was to achieve same quality as Call of duty and Farcry Series.
For the draft version I used some megascans modules to reach the real life proportions. Then I created own modules and some unique elements like arch and decor. For the ground bricks I used displaced and tessellated geometry and VP shader with puddles from megascans library, huge puddle has being created by using plane with a water material. Some materials was edited using quixel mixer, for best match.
To skip longfull props creating process, I decided to use assets from different scan libraries: Megascans, PolyHaven, Textures.com, PBRMax.com, and some assets from Unreal marketplace.
The main task was to achieve same quality as Call of duty and Farcry Series.
Original Concept art reference that were given by Room8
Refboard