Description
The scene is assembled from fully modular tunnel segments implemented through customizable blueprints. With these modules, you can create underground tunnels, corridors and rooms, for example for the subway, large underground bunkers, underground drainage systems and much more.
A large number of props for filling underground spaces inside tunnels. Warehouse props, various destroyed debris, a lot of lamps for lighting, facilities for electrifying dungeons and more.
The scene features several types of vehicles as props: Railroad Trolley and Railroad Platform for big tunnels and a Battery Electric Locomotive, platforms and tanks for it, for small tunnels.
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Please note:
ArtStation presentation | 50+ 4K Screenshots
Video presentation of the scene on YouTube
Video Flyby of the Map "Overview" on YouTube
An overview of all blueprints and their use cases on YouTube
My other works with the underground environment are collected in one product: Undergrounds / Mega Bundle 6 in 1
Features:
BluePrints: Customizable modules for tunnels and other objects. You can customize the filling of the tunnel segment, the material of the metal structures in it, the variant of the main mesh of the tunnel and much more, I will show you in more detail in the video on YouTube.
Vertex Paint: Many architectural meshes support Vertex Paint. There are 4 channels available in vertex paint materials: destroyed concrete, moss/mold, puddle and puddle on destroyed concrete.
Optimized the density of the textures. The density of unwrapped meshes is ≈ 1024 px/m2, and for small meshes the parameter may be noticeably higher.
Different material options for most meshes (colored, rusty, old, mossy).
PBR Materials: Master materials and configurable instances are used. Maps Occlusion, Roughness, Metallic are collected in ORM packages.
The stage is built on static and stationary lighting. Light and reflections are baked.
The signs with inscriptions have two spelling variants: Russian and English. You can switch by replacing the material on the grid.
RTX lighting effects are included in post processes, for example Global illumination, AO, Reflection. You can disable them to save PC resources.
The screenshots were taken in UE4 with RTX effects enabled. Volumetric fog is enabled in some screenshots, but it is disabled in the scene.
The main scene shows the possibilities of the package, and it itself is not designed to accommodate the characters due to the density of filling with objects. For your game, you may need to adjust the scene and the collision in it so that the character can run freely. If you bought this product, I allow you to use a scene from this product at your discretion, even in its entirety without making changes to it.
Reasonable poly count.
Included formats
- versions
- fbx