For this project, I wanted to create an Environment using:
Modular Temple kit (Blender)
Trim Sheets (Zbrush + Substance Painter)
Terrain Generation (Gaea)
Procedural Scattering (Unreal PCG)
Custom Lighting Setup (Unreal Blueprints)
Modular Temple kit (Blender)
Trim Sheets (Zbrush + Substance Painter)
Terrain Generation (Gaea)
Procedural Scattering (Unreal PCG)
Custom Lighting Setup (Unreal Blueprints)


Terrain Sculpted in Gaea. Height map exported for Unreal Landscape. Masks exported for Unreal Landscape Material
The landscape material is made out of 6 materials blended together using masks from gaea, noise masks in Unreal, triplanar projection and landscape layer painting.

I used the Post Process Volume Boxes with tags to prevent foliage to grow where the temple and habitations are. That way I could have more control over the bounds.

The PCG graph is based around a spline that creates the pathways.

Base mesh created in Blender, sculpted details in Zbrush, then bake onto the low poly and textured it in Substance Painter. I created another variation of it.


I overlayed a Moss material onto the trim sheet material to blend the color with the environment and to break any repetition. The moss material is overlayed twice: once over the UVs and a second time using triplanar projection.
I created a custom Blueprint with a few Lighting presets to quickly switch between different lighting settings. I will continue updating it to include Hdri's in there too.