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UE4 Sci-Fi Corridor

Finally completed my first real time environment!

I spend most of my time making textures and materials but have always wanted to mess with environment art.
The environment is made entirely of trimsheets, tileables, and decal textures so there are no unique baked textures on any assets. Things like the doors and crates use floating POM decals to add in handles, logos, words, and other details.

Because the props use just tiling textures and decals so I can make and iterate extremely quickly with no need to do the high poly to low workflow. This means I can make a very large variety of assets using only a few textures.

With my first environment complete I have better idea now on what things I should do differently in the future to improve.

Asset Gym

Asset Gym

Here is what the floating decals look like on a model. I can swap out the red material with anything I want.

Here is what the floating decals look like on a model. I can swap out the red material with anything I want.

Here is the wireframe of the floating decals. They are using a POM shader so they have depth. All assets including props were done this

Here is the wireframe of the floating decals. They are using a POM shader so they have depth. All assets including props were done this

Same thing with the props. Floating decals for details. The props use just tiling textures and decals so I can make and iterate extremley quickly with no need to do the high poly to low workflow.

Same thing with the props. Floating decals for details. The props use just tiling textures and decals so I can make and iterate extremley quickly with no need to do the high poly to low workflow.