The Machine - 2025 Veiled Realms 3D Environment
- Author
- Xinyu Yao
- Published
- Updated
- Read Time
- ~ 3 min
- Categories
- Environmental Design

This year is my first in 3D, and the Veiled Realms Art Challenge felt like an invitation to dive deep. The theme, lost worlds in forgotten times, pulled me into a cavern where a story could breathe.
Initial concept
I began with a “magical tree in a cave” idea: discoverers, wonder, then greed. I sketched, gathered references, and tried to coax the scene into life. It would not move. The shapes were there, but the feeling was not.
Initial References ( for shape, theme, vibe)

Reference for the creature:

One of the Initial Sketches:

Pivot
Then I tried Midjourney.
below is the image generated, using prompt: "vertically vast cave, ancient sci-fi city carved into sheer cave walls, dense clusters of buildings clinging to terraces and buttresses, clear social hierarchy: top tiers opulent and ceremonial with a single colossal central palace; palace facades feature a hollow perfect circular aperture with a straight vertical spine extending from the circle’s bottom to the building’s base; adjacent upper structures luxurious, temple-like, carved stone + gilded accents; lower tiers grow humbler, poorer, more crowded and industrial, ad-hoc platforms and pipes, grime and erosion; composition wraps around the central "root/mediator" mass; bottom of the cave fades into darkness; volumetric god rays from a skylight, mist and dust motes, dramatic scale, high detail, concept art, moody cinematic lighting, limited palette (stone, bronze, cool shadow), top-down view"

This image finally carried the weight I had been chasing. The composition felt ancient and deliberate, with structures that hinted at a history just out of reach. I pivoted. Instead of forcing my first concept, I let that atmosphere lead. The project shifted from a specific creature to the hush of stone, the rhythm of light, and the sense that a group of people once lived here and disappeared suddenly.
Later Reference (Structure detail, settlement building):


The Process
The process bent in unexpected ways. I learned 3D through Unity, but I used this challenge to jump into Unreal Engine. Over the summer I explored Substance Designer and ZBrush. I did not ship with those tools, yet they changed how I see form and material. Even unused, those experiments made the final choices clearer.
What I built is my first full pipeline. Blockouts became silhouettes. Silhouettes became spaces that read. Lighting suggests a past without spelling it out. It is not perfect, but it is honest to where I am: curious, confused, but learning.
Tools and path: Concept exploration with Midjourney, blocking and worldbuilding, Modeling, Texturing, Unreal Engine for the final build. Unity in coursework. Studies in Substance Designer and ZBrush along the way.
Thank you for reading. I welcome feedback on mood, composition, or anything you would push further. This is my first real step underground, and I am excited to keep going.