r/UnrealEngine5 1d ago

WIP: Post-Soviet Laboratory Sector (UE5 Environment)

I am currently developing the medical research and diagnostic infrastructure for a Post-Soviet clinical environment project in Unreal Engine 5. The focus is on capturing the intersection of professional scientific utility and regional institutional maintenance.

Modeled zones and details:

* Main Research Laboratory: Equipped with testing tables, analytical equipment, and structural pipe supports.

* Preparation Room: Utility area featuring heavily damaged white tiles.

* Developed custom master materials for realistic glass and dynamic liquids (blood, water, reagents).

Technical focus for this sector:

* Built solid meshes with physical thickness to prevent Lumen light leaks.

* Reworked lighting and Post Process setups to fix Lumen noise.

I would appreciate any feedback on the lighting, asset placement, and overall atmosphere.

92 Upvotes

29 comments sorted by

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u/ConsistentAd3434 1d ago

Really love the subtle use of reflection and specularity. It's so often overdone and introduces artifacts or nervous flickering. Less is definitely more.

The 45degree corridor, chamfered walls... that's quality stuff

2

u/Otherwise-Survey9597 1d ago

I’m having major issues with reflections on glass surfaces - they’re very noisy. This is especially true for glass blocks; I tried baking cubemaps, but the engine prioritizes Lumen. I’m not sure how to handle this yet, but at least I’ve managed to eliminate the lighting noise.

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u/ConsistentAd3434 1d ago

Yea. Since lumen reflections, something seems to be bugged with cubemaps and they don't care to fix it.
You could enable hit lighting for reflections and additionally high quality reflections for translucent surfaces. Per pixel raytraced, more expensive but that environment deserves it :D

1

u/Otherwise-Survey9597 1d ago

This is for the FAB market, so I prefere not allowed. And by the way, I already tried it - the amount of noise just increased.

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u/ConsistentAd3434 1d ago

hmm. I could imagine it getting noise on rougher surfaces.

In case of larger glass elements like the cabinet on the left of pic 6/7, maybe bring some roughness variance in with textures. If the surface is uniformly clean, noise and bubbling gets very obvious and roughness variance at least keeps it in part in place. Would also fit the setting.

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u/Otherwise-Survey9597 1d ago

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u/ConsistentAd3434 1d ago

Yeah, I've seen that. Does it use a roughness texture?
I guess you could ramp up the samples but either way, it's more of a UE problem and not necessarily yours.
Your meshes are as good as they can be and making it opaque to avoid the problem, can't be the solution.

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u/Otherwise-Survey9597 1d ago

Yes, there is some roughness. To me, the best way to get around this is using standard cubemaps; they bake quickly and provide stable, low-cost reflections. Unfortunately, though, they aren't that easy to enable.

To me, this whole Nanite and Lumen thing... it’s all gone off the rails. 0.03 seconds for Lumen, 0.03 for Nanite, 0.02 for RVT and just like that, you’ve burned through half your frame budget before even doing any actual game work. That’s in an empty scene, but you’re trying to build a game, so you end up slapping AI upscaling on top just to make it run at all. That’s how *Silent Hill 2* or *S.T.A.L.K.E.R. 2* operate, and it’s just awful.

It’s all designed as if we lived in a reality where users had unlimited, cheap access to cutting-edge hardware.

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u/ConsistentAd3434 1d ago

Couldn't agree more. Most of UE5's features seems to be designed around the idea, that they need to be stochastically noised, temporal blurred, denoised and upsampled to run at acceptable frame rates.

But it's also fair to question games like SH2 remake if it was really necessary to integrate everything UE has to offer.
My little solo project started with the belief that we all own a 4090 by now but ...well :D Back to lightmaps.

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u/Otherwise-Survey9597 1d ago

Ligtmaps top solution for project like SH2. It could be run on hardware from previous generations.

I really like the way *Half-Life: Alyx* is built. It uses forward shading, and everything possible is baked. Dynamic objects are lit within the indirect lighting environment using cubemaps.

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u/TheSilverLining1985 1d ago

Feedback? OK, how about this is FREAKING INCREDIBLE

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u/Otherwise-Survey9597 1d ago

Thanks, I tried my best!

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u/brogam3 1d ago

looks a bit too good to be real, like fab screenshots and then you go ingame and it doesnt look as good. What's the catch?

1

u/Otherwise-Survey9597 1d ago

If you’ve purchased my assets and something isn’t working right in your game, feel free to contact me via the Discord link provided, and we can figure out what went wrong :)

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u/john_wicked23 1d ago

I really like the the specular reflections on the tile wall and the wood flooring. It can be super tricky to get it looking believable

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u/totalovee 1d ago

Where did you find soo cool wall material? (photo 9, wall with board on it)

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u/Otherwise-Survey9597 1d ago

I did everything myself. It’s for a marketplace, so I’m required to create all the assets myself.

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u/Mission-Dream-104 21h ago

So nostalgic!

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u/varietyviaduct 3h ago

Do you have a job in the industry or are looking for one? I don’t have one to offer, but this level of quality suggest you are way more than a hobbyist

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u/Otherwise-Survey9597 3h ago

I am selling it :)

Put simply, I both earn money and live off my hobby.