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Ancient Stone Shrine | Environment Prop | Unreal Engine 5

This project is a realistic mid-poly environment prop created as a personal production study to further refine my environment art workflow, with a focus on sculpting, procedural material creation, and real-time presentation.

The objective was to create a production-oriented asset while exploring an efficient workflow from high-poly sculpting to a game-ready mesh and final presentation in Unreal Engine 5.

The project involved creating a high-poly sculpt, optimizing it into a mid-poly asset, authoring a fully procedural stone material in Substance Designer, and building the final look using a reusable material setup in Unreal Engine.

Technical Highlights
Mid-poly game-ready environment prop
High-poly sculpt baked onto optimized geometry
Fully procedural stone material created in Substance Designer
RGB mask workflow for controlled material variation
PBR workflow
Reusable Unreal Engine master material
Real-time lighting and presentation
Cinematic portfolio renders

This project helped me further strengthen my understanding of creating production-ready assets while continuing to improve my procedural material workflow, real-time rendering, and presentation techniques.

Constructive feedback is always appreciated.

Render 01

Render 01

Render 02

Render 02

Render 03

Render 03

Render 04

Render 04

Render 05

Render 05

Render 06

Render 06

Breakdown
(Wireframe + Unlit + Detail Lighting + In-engine viewport)

Breakdown
(Wireframe + Unlit + Detail Lighting + In-engine viewport)

Sandstone tileable material created in Substance Designer

Sandstone tileable material created in Substance Designer

Substance Designer sandstone material graph

Substance Designer sandstone material graph

Unreal Master material and material instance setup.
Tileable + RGB mask workflow

Unreal Master material and material instance setup.
Tileable + RGB mask workflow

High-poly sculpted in Zbrush

High-poly sculpted in Zbrush