I have been a fan of the Alien franchise ever since I first saw the first Alien movie when I was four or five years old (thanks, mom!). I had nightmares for days, but the xenomorph and the overall art style of the first film really intrigued and fascinated me.

After Alien: Romulus came out, I got the urge to play Alien: Isolation again and that led me to wonder… what if I remade the Nostromo to be as lifelike as possible inside of Unreal Engine 5? So I set out with a new task in mind. What first started with me wanting to just make a couple of a rooms has now led me to work on this passion project until I can get the entire main floor of the Nostromo built in Unreal, running at 60+fps in 1440, with the ability to walk around and interact with some of the pieces.

For now, I have the Cryo Sleep Chamber and MUTHUR built. Along with those, I have developed a modular hallway kit that I will utilize as I work on developing the other rooms so that you, as a player, can be put inside the Nostromo as it exists in the movie, in a photoreal fashion.

The main workflow process behind this project is utilizing Face Weighted Normal meshes with Unreal’s Material Layer Blending system, enhanced with Parallax Occlusion Mapping (POM) decals. The highest texture size is 1024x1024, with most textures being 512x512 or less. The vast majority of textures are made in Substance Designer as procedural textures. Bespoke textures are authored in Substance Painter. Geometry is developed Maya. Padding made with Marvelous Designer and touched up in Zbrush. Everything is rendered in Unreal Engine 5.5.4.

All content was made from scratch by myself, except for the image sequence of the MUTHUR bootup screen, and the music. This project is for portfolio purposes only and no content seen here will be sold.


Progress Shots and Technical Breakdowns