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Ben Adman

@benadman.com.bsky.social

๐ŸŒ benadman.com Technical Artist @inXile, prev @Sledgehammer Procedural workflows, destruction, env art, VFX Email: contact@benadman.com

49 Followers  |  39 Following  |  22 Posts  |  Joined: 07.03.2025  |  2.2767

Latest posts by benadman.com on Bluesky

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Manhattan shapes 01

12.07.2025 13:47 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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isometric TF2 using camortho

23.03.2025 14:56 โ€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Digital painting, a flying ship junkyard

Digital painting, a flying ship junkyard

Mileships wip snip

18.03.2025 10:34 โ€” ๐Ÿ‘ 1662    ๐Ÿ” 192    ๐Ÿ’ฌ 10    ๐Ÿ“Œ 0
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Light blockout

17.03.2025 21:32 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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My #PCG Level Building tools are now up!

Check them out on #Fab:
www.fab.com/sellers/DC%2...

or #ArtStation:
www.artstation.com/undertow/store

#UE5 #techart #leveldesign #gamedev #UnrealEngine5

07.03.2025 19:33 โ€” ๐Ÿ‘ 10    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
3D model textured with a photo of the happy science building in tribeca

3D model textured with a photo of the happy science building in tribeca

The happy science building in tribeca

The happy science building in tribeca

Photo texturing with the happy science building in tribeca

15.03.2025 18:34 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image 30.01.2025 19:20 โ€” ๐Ÿ‘ 33    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Big inspiration from Playdead's Inside. What a game

14.03.2025 12:51 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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More vent sketches in blender from a scrapped direction

14.03.2025 12:51 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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half life 2 was so ahead of its time that it's kind of a struggle to make it look bad 21 years later

back then generational leaps happened every 3-4 years and not 20 ๐Ÿฅฒ

14.03.2025 00:08 โ€” ๐Ÿ‘ 306    ๐Ÿ” 16    ๐Ÿ’ฌ 15    ๐Ÿ“Œ 2
Post image 24.01.2025 01:20 โ€” ๐Ÿ‘ 18    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yep, thereโ€™s a few preset graybox materials

13.03.2025 20:53 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

That about covers it. Very happy with the result, but that level of fidelity is exhausting. Everything becomes a can of worms.

My biggest takeaway is that Scythe + procedural tools are a really effective combo for making levels with a lot of creative freedom and room to iterate.

13.03.2025 14:07 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Finally, here's the fab assets I used. The rest are megascan assets.
www.fab.com/listings/394...
www.fab.com/listings/515...
www.fab.com/listings/9bd...

13.03.2025 14:07 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The background buildings are put together from modular megascan assets and packed into PLIs.

13.03.2025 14:07 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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To add detail and hide texture repetition I used a lot of decals. I was surprised how many decals are used in some of the Quixel UE5 environments, obviously decals are an essential component but they really go crazy with them.

13.03.2025 14:07 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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For the lighting, I made some basic light BPs with static mesh + spotlights. I also made heavy use of emissive planes to fill in areas.

13.03.2025 14:07 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The HDAs I made are pretty basic spline tools. Pipe tool, stiff cable tool, soft cable tool. The soft cables are really basic. I tried a version that physically drapes cables, only to return to manually drawn splines because itโ€™s simpler to art direct and bezier curves convey weight easily.

13.03.2025 14:07 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The shell was a challenge to model, because it has such a strange structure which is what makes the facade compelling. Initially I made a simpler version, but then I realized the specific forms are what drew me to the building. The โ€œmedieval bauhausโ€ look is pretty unique.

13.03.2025 14:07 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The first pass in Unreal was pretty mid. The whole thing was stuck on 90 degree angles and frankly uninspired. I made the mistake of pushing it into set dressing and lighting early before realizing it was a fundamentally bad layout. So afterwards I downloaded Scythe and redid all the level geo.

13.03.2025 14:07 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I did some initial blender sketches while developing the overall feeling and direction, particularly the "normal building hiding portal to underworld" theme

13.03.2025 14:07 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The building is part of a ventilation system for the Holland Tunnel, the world's first mechanically ventilated tunnel. The first two chief engineers on the project actually died during the project's construction. I'm guessing it's haunted.

13.03.2025 14:07 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The real building was constructed in 1927 and designed by the architect Erling Owre, a Norwegian architect combining Romanesque and Gothic elements with Bauhaus and Constructivist ideas. The result is a spooky, minimalist castle.
Ref from the Library of Congress entry:
www.loc.gov/item/ny1516/

13.03.2025 14:07 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
gray box vs final

gray box vs final

The main tools I used are Unreal Engine 5.5, Scythe (@kronok.bsky.social), Houdini HDAs, and Megascan/Fab assets. Here's the graybox vs final using Scythe to block out the level.

13.03.2025 14:07 โ€” ๐Ÿ‘ 19    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Grayworld I: Holland Tunnel Land Ventilation Building Grayworld I is a hybrid level design/environment art study of the Holland Tunnel land ventilation building, turned into a segment of a game level. My focus wasโ€ฆ

Full walkthrough:
vimeo.com/1064057629

13.03.2025 14:07 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Holland Tunnel Land Ventilation Building: exterior

Holland Tunnel Land Ventilation Building: exterior

Holland Tunnel Land Ventilation Building: interior

Holland Tunnel Land Ventilation Building: interior

Holland Tunnel Land Ventilation Building: upper vent

Holland Tunnel Land Ventilation Building: upper vent

Holland Tunnel Land Ventilation Building: lower vent

Holland Tunnel Land Ventilation Building: lower vent

My latest project, Grayworld I is a level design/environment art study of the Holland Tunnel land ventilation building, turned into a segment of a game level in UE5. Walkthrough and breakdown below.

13.03.2025 14:07 โ€” ๐Ÿ‘ 176    ๐Ÿ” 25    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 2

Time to start posting

13.03.2025 12:57 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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