Hi guys,
I am working on a Star Citizen style corridor for study and portfolio work. Now what I am trying to do is how artists over there do their environments and piece together all of it to recreate one done by
Matthew Trevelyan Johns. By turning this into a learning experience, I might learn a thing or two. So I am going to model this out in 3DSMax, I'll try use some other package for UVing as I hate UVing in Max and use Quixel and Substance Painter for texturing. I will use Quixel's nDo for the normal map decals to avoid un-necessary geometry and then finally add all of it into Unreal Engine 4.
Critiques welcome!

My first step was exporting the character from UE4 for scaling the environment in Max and block it out.

Replies
I still have to make adjustments for it to fit the side.
I will continue to UV all of the models and then try to keep it in 2x2k maps and then work on the NormalMap and Decal Trimsheet.
I have applied to CIG many times but I ended up facing rejection so I hope when this is done I can apply again.
They are all separate models actually, I can even detach the door inside and make it open but for now I am keeping it as a static scene. If you look at my wireframes above most of the objects are individual objects.
So you modeled the door and other details seperatly, and then attached them to the main corridor mesh for now right? And you can then detach them later if you wanted, but right now they are attached as 1 big model correct?
Sorry, not trying to nitpick or anything. Im just used to making very low poly game models, so for me it seems like a lot of tris being used on something i maybe might have been without. If the details had just been slottet into the walls for example, without attaching them and connecting.
I see, my mistake. Thanks for the explanation
Awesome work u have in there! Congrats
I use both but it depends on the project, Quixel is fun when you want to setup base textures (kinda like what I am doing right now) and then I mix Substance Painter for adding details such as scratches, bumps etc. You can use Quixel/Substance and be done with but if you want to learn things you have to get your hands dirty xD
I will have a whole year for it so I wanna do the outside and inside of a small ship (maybe something smaller than the Freelancer); I'm still unsure I will do from my own concept or copy one of the ships.
I've been fascinated with the technique that they use for star citizen and have been researching it for a quite a while, there's a whole thread about the Differed Normal Decals that is used on SC (Just be careful as it seem that the Deffered Decals are broken on latest version of UE4)
Edit: Just saw your comment on the thread. xD
Been experiment this on Uni projects and also had some problems exporting the Scratch and Grime RMA packed textures for the master material.
Anyway, all the luck on it.
I had the same problem with the scratch and grime so I though I would just make it normally. I also planned to make the whole ship but that isnt going to happen anytime soon xD I also have a plan for a smaller ship, about the size of a VTOL Dropship to keep things small and interesting.
I also wanna do hand painted things, its the main reason that got me into 3D so I can give a shot at Blizzard.
Right now I am having a hard time concentrating on my work as my dad isnt really supportive of my career path (He let me study but still) so I am extremely extremely stressed if I will ever get a job in the game industry, its been almost 9 months.
Just got to finish these base textures and move on to Substance Painter so I can add more details. I might use 3DCoat too because Quixel nDo keeps crashing for me or bugging out in the middle of the project
I may give it a shot again when I get time.
The roughness map is the most important in a PBR workflow, work more on it.
With a good placement of some SphereReflectionCapture actors, a better lighitng (fill, key etc...) and a clean post process, it will look good
I suggest downloading other peoples substances and looking at people's graphs in Substance Designer. Study them and figure out what does what. Or figure out how to make the tiling textures in Photoshop or anything else. It will be a valuable skill to add to your repertoire.