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Posts by Ben Adman

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Manhattan shapes 01

9 months ago 1 0 0 0
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isometric TF2 using camortho

1 year ago 9 0 0 0
Digital painting, a flying ship junkyard

Digital painting, a flying ship junkyard

Mileships wip snip

1 year ago 1654 191 10 0
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Light blockout

1 year ago 4 0 0 0
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My #PCG Level Building tools are now up!

Check them out on #Fab:
www.fab.com/sellers/DC%2...

or #ArtStation:
www.artstation.com/undertow/store

#UE5 #techart #leveldesign #gamedev #UnrealEngine5

1 year ago 10 4 0 0
3D model textured with a photo of the happy science building in tribeca

3D model textured with a photo of the happy science building in tribeca

The happy science building in tribeca

The happy science building in tribeca

Photo texturing with the happy science building in tribeca

1 year ago 3 0 0 0
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1 year ago 33 1 1 0
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Big inspiration from Playdead's Inside. What a game

1 year ago 1 0 0 0
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More vent sketches in blender from a scrapped direction

1 year ago 1 0 1 0
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half life 2 was so ahead of its time that it's kind of a struggle to make it look bad 21 years later

back then generational leaps happened every 3-4 years and not 20 🥲

1 year ago 304 16 15 2
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1 year ago 17 1 0 0

Yep, there’s a few preset graybox materials

1 year ago 1 0 1 0

That about covers it. Very happy with the result, but that level of fidelity is exhausting. Everything becomes a can of worms.

My biggest takeaway is that Scythe + procedural tools are a really effective combo for making levels with a lot of creative freedom and room to iterate.

1 year ago 6 0 1 0
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Finally, here's the fab assets I used. The rest are megascan assets.
www.fab.com/listings/394...
www.fab.com/listings/515...
www.fab.com/listings/9bd...

1 year ago 6 1 1 0
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The background buildings are put together from modular megascan assets and packed into PLIs.

1 year ago 4 0 1 0
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To add detail and hide texture repetition I used a lot of decals. I was surprised how many decals are used in some of the Quixel UE5 environments, obviously decals are an essential component but they really go crazy with them.

1 year ago 5 0 1 0
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For the lighting, I made some basic light BPs with static mesh + spotlights. I also made heavy use of emissive planes to fill in areas.

1 year ago 5 0 1 0
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The HDAs I made are pretty basic spline tools. Pipe tool, stiff cable tool, soft cable tool. The soft cables are really basic. I tried a version that physically drapes cables, only to return to manually drawn splines because it’s simpler to art direct and bezier curves convey weight easily.

1 year ago 3 0 1 0
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The shell was a challenge to model, because it has such a strange structure which is what makes the facade compelling. Initially I made a simpler version, but then I realized the specific forms are what drew me to the building. The “medieval bauhaus” look is pretty unique.

1 year ago 5 0 1 0
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The first pass in Unreal was pretty mid. The whole thing was stuck on 90 degree angles and frankly uninspired. I made the mistake of pushing it into set dressing and lighting early before realizing it was a fundamentally bad layout. So afterwards I downloaded Scythe and redid all the level geo.

1 year ago 4 0 1 0
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I did some initial blender sketches while developing the overall feeling and direction, particularly the "normal building hiding portal to underworld" theme

1 year ago 4 0 1 0

The building is part of a ventilation system for the Holland Tunnel, the world's first mechanically ventilated tunnel. The first two chief engineers on the project actually died during the project's construction. I'm guessing it's haunted.

1 year ago 3 0 1 0
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The real building was constructed in 1927 and designed by the architect Erling Owre, a Norwegian architect combining Romanesque and Gothic elements with Bauhaus and Constructivist ideas. The result is a spooky, minimalist castle.
Ref from the Library of Congress entry:
www.loc.gov/item/ny1516/

1 year ago 5 0 1 0
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gray box vs final

gray box vs final

The main tools I used are Unreal Engine 5.5, Scythe (@kronok.bsky.social), Houdini HDAs, and Megascan/Fab assets. Here's the graybox vs final using Scythe to block out the level.

1 year ago 20 3 2 0
Preview
Grayworld I: Holland Tunnel Land Ventilation Building Grayworld I is a hybrid level design/environment art study of the Holland Tunnel land ventilation building, turned into a segment of a game level. My focus was…

Full walkthrough:
vimeo.com/1064057629

1 year ago 8 2 1 0
Holland Tunnel Land Ventilation Building: exterior

Holland Tunnel Land Ventilation Building: exterior

Holland Tunnel Land Ventilation Building: interior

Holland Tunnel Land Ventilation Building: interior

Holland Tunnel Land Ventilation Building: upper vent

Holland Tunnel Land Ventilation Building: upper vent

Holland Tunnel Land Ventilation Building: lower vent

Holland Tunnel Land Ventilation Building: lower vent

My latest project, Grayworld I is a level design/environment art study of the Holland Tunnel land ventilation building, turned into a segment of a game level in UE5. Walkthrough and breakdown below.

1 year ago 176 25 5 2

Time to start posting

1 year ago 0 0 0 0