Scifi-base in wild
This was a group project where each of us was responsible for creating a portion of the assets, which were then combined and integrated into Unreal Engine. We reworked the materials and textures. The models were initially based on references, but the final render's style was our own. I set the scene in a desolate landscape, with silhouetted figures in the foreground to add depth and introduce more elements to the composition. The towering structure in the background stretched the space and added intricate details. The use of bird particle effects and atmospheric elements softened the scene and made it more immersive and realistic.
Software used: Maya, Zbrush, Substance painter, Speed tree, Quixel Mixer, Unreal Engine 5, Marmoset toolbag, Photoshop, etc.





