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Great Wall of China

Created in UE5.3/5.4

The great wall of china project was an assignment during our Unreal Engine course in the 6th semester at uni. It had been a few years since I had last touched unreal. It felt nice getting back into it again, knowing of all the new advancements it had gotten since Unreal 4, so I got really excited to build my first wide horizon environment using Unreals Lumen and Nanite, in combination with the optimised megascan foliage.

The bridge itself was built modular, with the help of a free for the month tool "procedural bridge".

The modular part as well as the towers were modelled and textured in Maya and Substance Painter.

I extracted the Landscape from Google Earth using RenderDoc, cleaned it in Houdini, created a Height Map of it in Blender and finally imported it to Unreal.

There I further sculpted the terrain, used Patches and Megascans as well as Unreal Sensei's Auto Material.

Some of the bg Landscapes were created in Gaea and some gaps filled with Megascans.

The trees are mostly Megascans, with some tree cards to enhance the color variation contrast, but had no time to fix the flickering of those.

The mist was created with Niagara. The birds and falling leaves are from the ruralAustralia package.

Rendered with Lumen and Nanite.

Unfortunately at the time version 5.3 was out and still didn't have a native displacement built in just yet, that's why the wall looks so flat.