Hello everyone 👋 , I'm an aspiring environment artist. I’ve been focusing on building out my portfolio with environment concepts and trying to push my Blender & Unreal workflow further with each project.
I’ve been working in Blender for a while now, and recently started exploring Unreal Engine 5 to bring my ideas into a more complete environment context. Sculpting organic forms is still new territory for me, but I’m really enjoying the learning process and pushing myself further with each project.
Right now I’m working on a serpent cave entrance. The idea is a massive snake skull, Hive-inspired from the game Destiny 2. Acting as the entrance to a subterranean environment. I’ve been sculpting the main head form in Blender, and I’m starting to think about how it’ll look in Unreal with materials, lighting, and atmosphere.
Here are a few early WIP screenshots:
Stage 1
Stage 2
Stage 3
It’s still in the sculpt stage, but I’d love to hear your thoughts and any tips.
The end goal is to make this feel like an ominous environment piece you wouldn’t want to walk into.
Thanks for checking it out, feedback is welcome! 🙏
Pleased to meet you all, and I’m looking forward to learning and sharing more here.
Replies
I’d like to share some progress on my project. 🙂
Things are moving along well, though it’s still very much a work in progress. I’ll be refining the textures, making adjustments to the materials, and continuing to polish the overall project.
I’ve also started experimenting with lighting and scene adjustments to push the mood further and get closer to the Hive-inspired atmosphere I’m aiming for.
In the meantime, I put together a short cinematic flythrough as a preview. It’s been a great opportunity for me to practice camera work and sequencing inside Unreal, while also testing how the environment reads in motion.
Once the project is finalized, I’ll be uploading the completed video to ArtStation.
I’d love to hear your thoughts and any suggestions for improvement.
As far as lighting I think your scene would greatly benefit from a fog to help it actually feel like a humid scary cave, and to help diffuse your lighting. The snake eyes are super intense lol i would turn down the intensity and leave them as wip until you have a more finalized version of the materials. Having a super bright neon green light right in the center of the image completely messes with the composition, and makes it hard for the viewers eyes to focus on anything else.
Finally as you mentioned your textures need to be refined, the rock texture looks good but your texel density needs to be adjusted because it looks way too large/ it needs to be tiled more. The snake texture kind of looks like its made of plastic right now, and its hard to say but im assuming the texel density is probably a bit off there as well.
The points about grounding the cave with more environmental dressing, refining lighting, and reworking textures are especially helpful. I’m looking forward to applying these notes in my next pass. Your critique has been very helpful. I will admit I was a bit stalled, a bit unsure how to proceed further.
And yes I do have a purref board with some images and references. The "vibe" or style I'm going for is more Moon inspired. I always liked that environment a lot, it's imposing and darn cool!
I’ve been refining the scene composition and adding new elements to strengthen the overall mood and structure, such as the spiked barricades and environmental dressing.
The lighting setup you see here is still temporary, WIP lighting. I plan to make the final version darker and more atmospheric to fit the subterranean tone.
My current focus is on improving the new geometry details and refining the materials, especially the metal surfaces. I find metallic materials to be quite challenging to get right. Finding that balance between believable roughness, reflectivity, and texture breakup is proving to be a fun puzzle.
Feedback and critique are always welcome! I’m especially interested in thoughts on the material read and overall atmosphere so far.
Thanks for checking it out!