Alien Landscape Study rendered in Ue4. Assets took about 1 day apiece to complete. Using allot of Zbrush's array mesh feature to get the fractal shapes.
Check out the wiki for hair. There are some pics of the Gears of Wars models at the top, they use transparent textures combined with a tons of planes arrayed around the face to create beards.
Instead of: $StateA = `xform -query -objectSpace -translation pSphere1`; try this so that you have array: float $StateA[] = `xform -query -objectSpace -translation pSphere1`; then the same for $StateB
Beautiful work. Looks like Chinese Geiger. I really like the external skull creatures. You use the repeating theme arrays to great effect. Super stuff!
For a cheap and fun bloody romp check out Alien Shooter. Blow aliens to bits with a great array of weapons. Turn on the RED blood for more gore. Alien Shooter
I'm not 100% on how unreal virtual textures work but for any dynamically loaded array of stuff you'll have less problems if you stuff it full of small chunks rather than large ones.
Update I made the keyboard, it was much less complicated than I thought it'd be. I sometimes get overwhelmed with objects which contain a lot of pieces, but Array Modifier always comes in handy.
@Arthaven Here is a scene where it happened (5mb) https://hostr.co/QNoYFZaXTxAH Included are the high and low Here is what just happened: (these rods are all in an array and some of them just got dislocated on reimport)
I want to see more real-time (per pixel) lighting, with some decent lighting models for a broad array of material types. I'm not sure we're going to get that in the next-generation however.