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Dungeon - Torture Room

A medieval dungeon/torture room with the remains of the last "guests".
This scene was rendered in UnrealEngine4.
All surface materials use tiled textures, with use of material instances to account for different tiling needs on the modules and shaders set to triangle tessellation; deferred decals textures as GBuffer Color, Normal and Roughness using a 2x2 atlas (4 decals in one image), instanced to apply scale and offset necessary to apply the required decal.
This scene's materials were authored using two of the available assets in my store, "Medieval Blocks Wall Generator" and "Medieval Wood".

The torture room, this is the main shot. Walls' blocks created using my own Substance Designer's package in my store, the "Medieval Block Wall Generator" in conjunction with my self authored tufa material

The torture room, this is the main shot. Walls' blocks created using my own Substance Designer's package in my store, the "Medieval Block Wall Generator" in conjunction with my self authored tufa material

A medieval stretcher

A medieval stretcher

Base modules, material tessellation and height map applied.

Base modules, material tessellation and height map applied.

Torch blueprint with particle fire emitter as component

Torch blueprint with particle fire emitter as component

Visible decals placement using parenting to object.

Visible decals placement using parenting to object.

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Material setup in UE4 using packed data-textures (roughness, metallic, ambient occlusion and height)

Base assets models, subdivided evenly to allow an even tessellation for the materials' height maps.

Base assets models, subdivided evenly to allow an even tessellation for the materials' height maps.

Quick skeleton rig to pose it for the scene.

Quick skeleton rig to pose it for the scene.