For this environment, I was able to experiment with many different workflows and find exciting ways to problem solve to get the look that I wanted. One of my biggest accomplishments for this scene was that I figured out how to utilize NASA satellite data of the actual moon to drive my terrain. This means that the terrain shape in this scene is actually part of the real moon! I think that's really cool to be able to do in a game engine. For the modular pieces, I modeled them in Maya then did all my baking and texturing inside of Substance Painter and made the tileable materials in Substance Designer. I did grab some Megascans assets for the bigger cliff faces and re-textured them to look more like they belong on the moon by blending in my own tileable materials. The last part is the skybox, which I built in a piece of software called Spacescape. This software allows for creation of custom 3D skyboxes to use in Unreal Engine. I also created the Earth picture seen in the skybox by using Photoshop with various layers of detail such as a cloud cover layer, lights layer, and a glossy sheen layer for the atmospheric look. While the real moon doesn't actually have atmosphere, I took some creative liberty in adding a bit of horizon haze to my scene as I found it to be more visually interesting.
Solar Panel
Solar Panel
Solar Panel
Wireframe, 2,262 Tris
Wireframe, 2,262 Tris
BaseColor
BaseColor
Emissive
Emissive
Metallic
Metallic
Normal
Normal
Roughness
Roughness
Base Dome
Base Dome
Base Dome
Wireframe, 2,256 Tris
Wireframe, 2,256 Tris
BaseColor
BaseColor
Metallic
Metallic
Normal
Normal
Roughness
Roughness
Tileable Materials

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