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Junktion_09

- Junktion_09 -

is a real-time, modular environment built in Unreal Engine 5.7, deeply inspired by the Cyberpunk universe.
What started as a bootcamp exercise, quickly evolved into a full scale project in world building, modular workflow, and architectural storytelling.

Concept & Inspirations:

The visual direction of this project is heavily rooted in sci-fi classics and modern masterpieces that defined the genre, such as Cyberpunk 2077, Blade Runner, Ghost in the Shell, and Johnny Mnemonic. To conceptualize the layout and mood of the alley, I began with a pre production phase in Photoshop, developing a custom concept piece through freehand drawing and photobashing to map out the architectural scale and lighting guidelines before hitting the 3D pipeline.

Key Features & Workflow:

- Modular Architectural Kit & Texel Density: Designed and modelled a versatile set of structural assets in Maya (walls, roads, piping, bridges, cables, trim, etc.), ensuring perfect snapping, grid alignment, and efficient texture reusability. Strict attention was paid to maintaining a consistent texel density across all assets for visual cohesion.
- Environmental Storytelling & Ambiguity: Focused heavily on creating a lived in, seedy atmosphere centered around "Junktion_09", a shop that buys and sells cyberware components.
While it looks like an ordinary junkshop by day, it hides a darker, more ambiguous reality in its garage at night. Through an animated shadow play sequence and custom flickering lights, the scene hints at back alley dealings: whether the mechanic is performing a desperate human to cybernetic upgrade, harvesting parts from a helpless victim for a few credits, or prepping stolen chrome for the next day's shop shelves is left entirely to the player's imagination.
- Lighting & Atmosphere: Explored both daytime and cinematic night lighting setups using Ultra Dynamic Sky and Unreal Engine's Lumen. The night scene heavily relies on emissive signage, volumetric fog, and precise roughness adjustments to capture the aesthetic of a metropolis.
Optimization & Budgets: Although Nanite is enabled in engine, all models were fully optimized with a game ready mindset. Polycount ranges from low poly budgets for modular structural pieces (with extra geometry dedicated to vertex painting) to higher budgets for detailed hero assets.
- Asset Creation & Decal Dressing: Sculpted custom detail hero props and blended vertex materials with decals (graffiti, posters, urban wear) to break tiling textures and add authentic grunge to the scene.

Software Used:

- Unreal Engine 5.7: Scene composition, Lighting, Materials, Blueprints, VFX and Technical Setup.
- Autodesk Maya: Low-poly modelling, modular modelling, UV unwrapping, Animations and Retopology.
- ZBrush: High-poly modelling and hero prop sculpting.
- Substance 3D Painter: PBR Texturing.
- Photoshop: Custom alpha masks and Initial Concept Art (Photobashing/Drawing).

Credits & Acknowledgments:

A special thanks to my lecturer Najim Filali and my mentor Jordan Thorpe for their invaluable guidance, technical insights, and continuous feedback throughout the development of this project at SnappyGurus. Also, huge thanks to all the other academy mentors who, despite teaching different classes, always made time to help me out with great feedback and advice, and my peers for the constant support and critiques in the chat!

Junktion_09 - Hero Shot - Day Time

Junktion_09 - Hero Shot - Day Time

Junktion_09 - Hero Shot - Night Time

Junktion_09 - Hero Shot - Night Time

Junktion_09 - Front View - Day Time

Junktion_09 - Front View - Day Time

Junktion_09 - Front View - Night Time

Junktion_09 - Front View - Night Time

Screen Captured Animation
In this video you can see the VFX of an holographic rotating robot hand and a play of shadows created by animating two characters inside the rear garage during a cybernetic enhancement operation

Junktion_09 - Corner View - Day Time

Junktion_09 - Corner View - Day Time

Junktion_09 - Corner View - Night Time

Junktion_09 - Corner View - Night Time

Screen Captured Animation
In this video you can see the VFX of an holographic rotating robot hand and a play of shadows created by animating two characters inside the garage during a cybernetic enhancement operation

Junktion_09 - Garage View - Day Time

Junktion_09 - Garage View - Day Time

Junktion_09 - Garage View - Night Time

Junktion_09 - Garage View - Night Time

Screen Captured Animation
In this video you can see the VFX of the steam coming out of the manhole, the moths flying around the pillar light while it flickers, and a play of shadows created by animating two characters inside the garage during an operation

Concept art of the project - handpaint & photobash tecniques

Concept art of the project - handpaint & photobash tecniques

Unreal Engine 5.7 Prop Zoo

Unreal Engine 5.7 Prop Zoo

Maya Prop Zoo

Maya Prop Zoo

Maya Prop Zoo - Texel Density

Maya Prop Zoo - Texel Density

Maya Prop Zoo - Wireframe

Maya Prop Zoo - Wireframe

Graphs and Blueprints

Graphs and Blueprints

Niagara Particles

Niagara Particles

Air conditioner - Animation

Air conditioner

Air conditioner

Air conditioner - Textures

Air conditioner - Textures

Main door + frame module

Main door + frame module

Main door - Textures

Main door - Textures

Shop window module

Shop window module

Shop window - Textures

Shop window - Textures

Garage + frame module

Garage + frame module

Garage - Textures

Garage - Textures

Main building's signs - front view

Main building's signs - front view

Main building's signs - side view

Main building's signs - side view

Upgrades sign - Textures

Upgrades sign - Textures

Junktion_09 signs - Textures

Junktion_09 signs - Textures

Pedestrian guardrail

Pedestrian guardrail

Guardrail - Textures

Guardrail - Textures

Lightpost

Lightpost

Lightpost - Textures

Lightpost - Textures

Hologram projector

Hologram projector

Gutters modules + cardboard boxes

Gutters modules + cardboard boxes

Hologram + cardboard box + graphics - Textures
(The two poster graphics weren't implemented because they were just placeholders. I later replaced them with an actual 3D model inside Unreal, assigning it a custom material I made to simulate an hologram)

Hologram + cardboard box + graphics - Textures
(The two poster graphics weren't implemented because they were just placeholders. I later replaced them with an actual 3D model inside Unreal, assigning it a custom material I made to simulate an hologram)

Cables + manhole + barrell + storm drain

Cables + manhole + barrell + storm drain

Manhole - Textures

Manhole - Textures

Barrell - Textures

Barrell - Textures

Storm drain + gutters + cables - Textures

Storm drain + gutters + cables - Textures

Dirty main building's wall

Dirty main building's wall

Wall module variations for vertex painting purposes

Wall module variations for vertex painting purposes

Main building's wall - Textures

Main building's wall - Textures

Dirty Pavement

Dirty Pavement

Pavement module variations for vertex painting purposes

Pavement module variations for vertex painting purposes

Pavement - Textures

Pavement - Textures

Road border + pavement curbs + walls edges modules

Road border + pavement curbs + walls edges modules

Pavement curbs + wall edges - Textures

Pavement curbs + wall edges - Textures

Road border - Textures

Road border - Textures

Road + secondary wall modules

Road + secondary wall modules

Road - Textures

Road - Textures

Secondary wall - Textures

Secondary wall - Textures

Graffiti Decals

Graffiti Decals

Graffiti decal - Textures

Graffiti decal - Textures

Blood stain Decals

Blood stain Decals

Blood stain - Textures

Blood stain - Textures