Website powered by

The Last Tomb

Are you willing to try and uncover secrets from the past ? Would you dare to explore the last tomb's hidden secrets?
The Last Tomb is a level design that I made from scratch. An Egyptian tomb inspired by Tom Raiders and Indiana Jones that has captivated my childhood. My goal was to be challenged by creating a game-ready environment, improving my sculpting and art skills.

I sculpted on zbrush, modelled on maya, rigged the traps on maya also, textured on substance suite, and finally rendered on unreal engine 5.4.
This project was intense but so much fun, and I am pretty happy of the result. Hope you'll enjoy it !

Here's the breakdown of my project The Last Tomb. To give more insight of my process and how I did to create a complete level in Unreal Engine 5.

Here's the breakdown of my project The Last Tomb. To give more insight of my process and how I did to create a complete level in Unreal Engine 5.

First, here's all the assets that I've created for this project. I've sculpted most part of my assets on Zbrush. I've rapidly sculpted a stones and wood kit. Because I knew it would have filled a lot of space of my level.

First, here's all the assets that I've created for this project. I've sculpted most part of my assets on Zbrush. I've rapidly sculpted a stones and wood kit. Because I knew it would have filled a lot of space of my level.

But the first sculpt was a stone wall using the arraymesh system on zbrush. After that I created a tileable texture in substance painter.

But the first sculpt was a stone wall using the arraymesh system on zbrush. After that I created a tileable texture in substance painter.

I then sculpted a trimsheet for the two rooms before the tomb. Which really helped me to speed up my workflow.

I then sculpted a trimsheet for the two rooms before the tomb. Which really helped me to speed up my workflow.

As previously mentioned, I have made many sculpted pieces, but I would like to share with you my favourites ones created for this project. Starting with the beatle statue present in the room before the tomb. I've had a fun time created the details of this

As previously mentioned, I have made many sculpted pieces, but I would like to share with you my favourites ones created for this project. Starting with the beatle statue present in the room before the tomb. I've had a fun time created the details of this

The Anubis Statue was a little bit tricky at first, since I'm not comfortable with characters in general. But I've managed to have a proper shape quickly. I am pretty happy of how this sculpt ended up being.

The Anubis Statue was a little bit tricky at first, since I'm not comfortable with characters in general. But I've managed to have a proper shape quickly. I am pretty happy of how this sculpt ended up being.

For this one, I reused the head of Anubis from the statue. And then I sculpted the sarcophagus. Thanks to thoses sculpts, I've really learned a lot of techniques and way to optimize my workflow.

For this one, I reused the head of Anubis from the statue. And then I sculpted the sarcophagus. Thanks to thoses sculpts, I've really learned a lot of techniques and way to optimize my workflow.

I've modelised, rigged and animated all the traps on maya. To give more dynamism to my level, with then a system of death made by my fellow dev colleague Aurélien Caron.

I used planes for the ground. Then I played with the modelling tool of Unreal to create the sand piles. And to finished I used the RVT to smooth the transition between the planes and the sands piles.

I created a quick material in substance designer for my pile of coin. And then I faked the depth using the parralax in Unreal.

To finish here's some process for the level art. Starting with one of the corridors. I've had a great time putting some small details in this corridor to give some backstory to it.

The spear is the first trap of the level, I've basically try to put it in an enclosed space so it can be less easier to cross.

The most important part, the tomb. This is actually the last part that I worked on. It was really important for me that the last part of this level was spectacular. Like you can feel when you watch an Indiana Jones, or play an uncharted for example.

Finally my reference board for this project

Finally my reference board for this project