Overgrown by Nature

AuthorMasha Milosavljevic
PublishedMay 8, 2025
Read Time~ 2 min
CategoriesEnvironmental Design, Conceptual Design, Architectural Elements
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Hi everyone! Here's my environment art roadmap for the Veiled Realms Challenge :)

I was so intrigued to try building a piece of environment in Unreal Engine and this challenge appeared as a great opportunity to test & practice skills & tools :)

Inspiration & reference gathering

Namely, I got very inspired by the transformation and development of spring greenery in my local area, along with whimsical and mysteious visuals of various works by Max Bedulenko, most of which are included in his Velvet Road and Baj-Queeth series:

I am very driven by the flow of vines, leaves, twigs, moss and other natural aspects through a vast range of different environmental elements (roads, buildings, ruins, animal corpses).. I love that post-apocalyptic aesthetic :)

Enginewise, I would love to craft an immersive, realtime environment in Unreal Engine, and would combine using both original and Cosmos assets, playing around with Maya, Zbrush, Substance & Dash :))

Work in progress ~ roadmap

At first, I thought of making a hidden village type of setting, houses and buildings scattered in a large cavernous mound

Initial blockout

After multiple tweaks of the terrain I found out I'm stuck with having scarce ideas how to fill in the large-scale environment. So mid-October I switched over to building rather the enterior of a cavern:

Blockout no.2

#leartesstudios.

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