Yo Polypeeps,
In an effort to bump my environment art abilities, I'm recreating the Zeyne Emre Residence apartment, built by Fields Studio. I have a layout of the location built with some blocked in assets, but for now here's a small prop of a modem I've just textured. I'll drop more on here as I complete them.

And here's the textureless wires if anyone was actually interested in that.

Comments, questions, and critiques are always appreciated!
Replies
Comments, questions, and critiques appreciated.
I've come with an update. Turns out blindly groping in the dark is a bad way to learn software, so I've turned to some tutorials for help. Goal was to get familiar with the basic features and assemble a decent understanding of lighting and the workflow for blocking in an environment with BSP brushes. That being said, I think I might stick to Max for blocking in, being as how I can't export BSP out of Unreal and keeping BSPs in the final product produces some undesirable results in lighting. Still, it's neat that you can tile the UVs on them in engine. Lighting could be better and there's a lack of definition in all the materials, especially the glass. But not bad I guess for a first serious attempt. Maybe. Comments and critiques welcomed.
It's yah boi, DJ Skinnypenis, back at it with another scene. This time I'm going to be tackling this hallway setup with the help of Alex Galuzin's Corridor tutorial series. Goals for this are to use as much of these modular pieces before resorting to custom geo, as well producing a more cohesive polished setting than previous attempts. I've got the room blocked out with BSP brushes and am in the process of replacing them and detailing with static meshes. I do have a mood board setup to give me ideas for structures and shapes, but I'm mostly just feeling this out and trying to flex some creative muscles.
Looking at this now, those grates have to go, or there's needs to be a little bit more geometry there to breakup the large flat surfaces.
Plants are a nice tough but it might be nice to mock up a different set to foliage. Something a bit fuller maybe.
Hard to tell because I foolishly decided to bake lights so early in the build, but there's a doorway leading down a set of stairs.
In the staircase room.
Looking backup into the main hallway from the staircase room.
One crit, the wood in your scene looks really shiny, kinda wet. I'd tone down the glossiness a bit, maybe make the centre of the planks a bit more shiny. At the moment it looks like quite a hard transition between between the really glossy edges and the dull inside.
Here's an update from today's progress. Still replacing BSP brushes and messing around with early prop lighting.
Elevator room that can be accessed from the stairs in the first screencap.