This work is an exercise where I have used all the things I have learned in the last months
BREAKDOWN Board Reference and some ugly sketches but very helpful to do early decisions.
BREAKDOWN GreyBox 01 in blender to establish the scale and proportions and start breaking the modules
BREAKDOWN GreyBox 02
BREAKDOWN Once the modular pieces are planed simple modeling with mid poly technique is good enough for the scene, then simple UV layout mostly box projection the goal is clean and not stretch UV to receive tiles textures with the desired texel density
BREAKDOWN Before moving to Substance designer downloaded some textures from Textures.com similar to the desired one to do some tiling tests
BREAKDOWN Materials created in substance designer for tiling mostly following YouTube tutorials, thanks to all those developers that upload so go material to the web.
BREAKDOWN For unique Props the textures was created in Substance Painter and packed roughness, metal and ambient occlusion in one file helping to reduce the volume of files to handle and optimization of the scene
BREAKDOWN Assembling all inside UE4, vertex paint to break repetition, decals textures to add variation, particles and light to set the mood, and post process volume to give the final touches.
BREAKDOWN View of all the final in-game ready meshes