Fuel Bay
Second pass on lighting

Second pass on lighting

Unreal Engine 4 scene

Unreal Engine 4 scene

Wall Tile: Textures in Unreal

Wall Tile: Textures in Unreal

Ceiling Tile: Textures in Unreal

Ceiling Tile: Textures in Unreal

Floor Tile: Textures in Unreal

Floor Tile: Textures in Unreal

Maya Wire-frame

Maya Wire-frame

Fuel Bay

In my texturing course, I was assigned to create a modular Sci-Fi corridor in three weeks. It had to be comprised of a wall, floor, and ceiling tile that when repeated created the corridor. To make this, my process was:
- Research styles of sci-fi to find inspiration and determined I wanted to make a beat-up, grungy sci-fi fuel bay
- Using a human model to keep everything to scale, started building assets. Each piece is 10ft x 10ft in dimensions, to make it possible to tile them without much issue
- Each asset, upon creation in Maya, was added to separate texture sets, to allow for easy texturing within substance painter
- Created and altered alphas to add to the signs and pipes throughout the scene
- Added grunge using generators in Substance Painter, edited values to add just enough rust, wear, and tear.
- Added post-processing and lighting effects into unreal engine 4, to add to the abandoned appearance and aid in giving the scene an ominous vibe.
Overall, the scene took three weeks to make from concept to final render. Every asset within the scene was created by myself in Maya, then textured in Substance Painter.

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