Elliott Ayling Elliott Ayling



Hanway Square 16,
London, England


+43 (0) 4213 215 235

Winter Suburbia – Unreal Engine Environment


I wanted to expand my knowledge of 3D asset and environment production, so I took on a new project inspired by an image by Stefan Koidl. I knew I wouldn’t be able to create the entire scene myself in any timely fashion, so I focused on just creating the homes, and a few other small items. I relied on marketplace assets I had picked up over time to fill in the rest of the scene. As it is nearing Christmas, I also wanted to make the scene a little festive, and give off a sense of cosiness.

I made the decision to light the scene almost entirely dynamic (the exception is the spot light emulating the moon- which is stationary), as I wanted to limit my learning scope to just 3D modelling and UV texturing without thinking about lightmaps- it also allowed me to gain experience in dynamic lighting. I used a lot of fill lights to emulate how the light would bounce off the snow.

Overall I am pretty happy with how this turned out, and I learnt a lot regarding 3D asset creation and lighting.

I have listed asset sources on ArtStation.

Midnight Gas- Unreal Engine Lighting Study


Having most of my experience in Unity, I wanted to explore Unreal Engine to get a feel for both engines as research for a larger personal project I am working on. I also have found myself becoming more and more interested with 3D environment art, level design, and lighting, and wanted to grow my skills in this area, so I decided to create this small scene in my spare time.

The scene is based on a render by Davide Curci, mostly using Atmospheric Gas Station asset, with cars and human from Polygon City Pack, and rain sound.

I enjoyed making another rainy, foggy, reflection heavy scene. As there is no movement in my scene, all of the lights are either static or stationary, and baked into the lightmap to get a better final look.

I was surprised with how much “smoother” Unreal feels compared to Unity- having features like volumetric fog and the material shader graph built into the engine. It feels much quicker and easier to make scenes look good, compared to Unity.