ALEXIS RAMOS Back to Gallery
03

N-VRAN — Horizon Outpost

Environments
Interior of the outpost with the central reactor rising through the floor and red rock breaking through the deck.
Horizon Outpost is a sci-fi level built end to end from a modular kit in Unreal Engine, aimed at VR. Every corridor, courtyard and stairwell you see is assembled from the same set of reusable pieces — modelled and unwrapped in Maya, textured in Substance Painter. It was built as the groundwork for a fully interactive VR game.
Wide interior bay looking out through a panoramic window onto the desert, with transport cases stacked along both walls and a figure for scale.
Exterior walkway with railings running past two cylindrical tanks and their pipework, canyon visible beyond.
Open courtyard of the outpost with railings, overhead gantries and the tank cluster at its centre.
Interior hall with the reactor columns on the right, a figure for scale on the left and exposed red rock across the floor.
Corridor lined with angled windows looking out onto the rock formations outside.
Narrow passage between two modules opening onto the courtyard and its upper walkways.
Figure standing at the foot of a stairwell that climbs toward an opening in the canyon wall.
Interior passage with a staircase at the far end and red sand spilling in from outside.
Overhead view down through the stairwells and walkways of the outpost.
Transport cases stacked against a corridor wall, with a taller storage unit beside them.
Engine, stairs and container Still · click to load
Never autoloads · initialises on click
Modular assets Still · click to load
Never autoloads · initialises on click
The modular kit laid out: wall panels, columns, floor tiles, railings and a light fixture, textured.
These are the base pieces the whole outpost is built from. Modularity is the point: the same walls, columns and floor tiles get repositioned to produce completely different rooms, so a single kit covers the entire level. Everything was modelled and unwrapped in Maya.
Untextured grey view of the modular wall variations in Maya, with a heads-up display reading 10,818 verts, 12,165 faces and 21,352 tris.
The different wall types, all assembled from that one kit — same pieces, different arrangement. The whole modular set comes to 21,352 triangles across 17,634 UVs, and that number is what keeps a level of this size affordable to run in a headset.
Texture sheet for the modular assets: base colour, normal map, and a packed map carrying metallic, roughness and emissive.
The entire kit shares one 2K texture set built in Substance Painter — base colour, normal, and a single packed map carrying metallic, roughness and emissive. One material for the whole level means the renderer swaps textures far less often, which is where the frame time is actually won.
Engine reactor asset with its texture sheet: base colour, normal, packed AO, metallic and roughness, plus the emissive mask.
The reactor sits at the centre of the scene and acts as its axis — the power generator for the installation. The vertical shafts were built as separate pieces because they rotate, which also kept occlusion shadows from being baked into them during texturing.
Steps and pillar assets with their texture sheet: base colour, normal, packed AO, metallic and roughness, plus emissive.
Two steps modelled and then repeated for the whole staircase. Each step takes 512 pixels of the 1K sheet and the rest goes to the supporting structure — repetition is what makes a budget that small stretch across an entire stairwell.
Transport case asset with its texture sheet: base colour, normal, packed AO, metallic and roughness, plus emissive.
The containers run on their own 1K sheet, separate from the 2K set used for the cylindrical structures and the console. Three texture sets cover the entire environment, each sized to how close the player actually gets to it.

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