This section shows my process for creating the Crime Scene in Unreal Engine 5.
Gathering reference is always an essential first step in my process. I gathered a gazillion different images to find the right mood I was searching for, but eventually filtered them down to the reference board shown below.
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Starting with a blockout pass to establish scale, composition and lighting, all of the scene elements slowly evolved from here...
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Once the blockout scene felt balanced, I started creating all the modular assets to construct the final scene.
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Once all the modular assets were integrated, I created a master material for vertex painting between three different textures each with separate parameters for grunge, damage and water puddles. Then I scattered a ton of decals around the scene for storytelling, visual landmarks and breaking up texture tiling. Foliage and debris were painted using Megascans assets.
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I'm constantly watching my lighting values to ensure all surfaces have proper contrast.
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For my victim, I created a sleazy looking MetaHuman and imported him into Unreal. I then exported the character meshes out to Maya for mesh tweaks, cleanup, retexturing, and final posing. Then imported everything back into Unreal for final placement and materials.
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Fitting my porkpie hat and glasses on the victim's head. What a sleazebag... He probably deserved the crime.