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Mexican Town - Environment Art in Unreal

A personal project I made in Unreal Engine. I modeled the props in Maya and generated some materials in Houdini. I also created some procedural rooftops using the Houdin engine that I could later adjust directly in Unreal.
I wanted to capture vibe of an old Mexican Town and give it a somewhat melancholic and mysterious feeling to it. I got particularly inspired by the images of Mexican photographer Juan Rulfo.

Mexican Town - Environment Art in Unreal Engine

Mood board and references. 
 I gathered a lot of references for props and textures as well as for lighting and setting.

Mood board and references.
I gathered a lot of references for props and textures as well as for lighting and setting.

The original concept art I made for reference.

The original concept art I made for reference.

I Went back and forth making some props in Maya for grey boxing on unreal. I also  made a procedural roof generator in houdini.

I Went back and forth making some props in Maya for grey boxing on unreal. I also made a procedural roof generator in houdini.

I only sculpted the the wood planks and the roof tiles on zbrush because those where the props that where going to repeat the most.

I only sculpted the the wood planks and the roof tiles on zbrush because those where the props that where going to repeat the most.

I used Substance Painter for  props like the wood planks, the roof tiles and the metal objects, with textures baked from the high poly.  I used Substance designer to make some seamless textures that I could also use as trim sheets.

I used Substance Painter for props like the wood planks, the roof tiles and the metal objects, with textures baked from the high poly. I used Substance designer to make some seamless textures that I could also use as trim sheets.

I Made a procedural roof generator using Houdini and then exporting it as a Houdini asset  to adjust the  size and variation of the roof tiles directly in unreal engine.

I Made a procedural roof generator using Houdini and then exporting it as a Houdini asset to adjust the size and variation of the roof tiles directly in unreal engine.

For the foliage I generated some custom trees using the free tool Treeit. I used a free rock package from the Unity Asset Store, and some royalty free  models that I adjusted and modified,

For the foliage I generated some custom trees using the free tool Treeit. I used a free rock package from the Unity Asset Store, and some royalty free models that I adjusted and modified,

I made some lighting test and  painted the terrain using some modified Materials from  Quixel mixer.

I made some lighting test and painted the terrain using some modified Materials from Quixel mixer.

The Final props Used In the scene

The Final props Used In the scene

After putting together the scene I spend a  serious amount of time adjusting the lights, materials and Post Processing effects until I was satisfied with the colors.

After putting together the scene I spend a serious amount of time adjusting the lights, materials and Post Processing effects until I was satisfied with the colors.

 I also added a bunch of decals and fill lights to accentuate the silhouette of some obj

I also added a bunch of decals and fill lights to accentuate the silhouette of some obj