Decided to switch to High-Definition RP, which will have to stop using mesh decals. Now there will be only classical baked textures. Here is a small comparison of the new and old approach:
The first thing I’m going to do is remake the Sci Fi Corridor 1. Now it looks like this:
Finished texturing. It remains to collect everything in a new scene and bake the light. Additionally I am going to make a dozen of decals.
The material created by me allows to control color and smoothness of the masked areas of the meshes. To make copies of meshes more unique I have added to the material the dirt projected in the world space.
@Ashervisalis Thank you! I've been looking for inspiration wherever you can, but mostly it was games, not movies or TV Series. However personally to me such illumination reminds some moments from Star Wars: Battlefront.
Looks good! Personally I think that some modular model could be made more interesting and adding detail. Example this guy he makes these awesome corridors https://www.artstation.com/artwork/90gEy
@siverThanks! I am still learning to do a good environment, so I try to go from simple to Complex. Already in Sci Fi Corridor 2 will be more large and medium forms. With each new project the quantity and quality of parts will only Increase.
@GedIt's probably a color gradient thing. I have not yet learned how to configure it, so I use one of the standard profiles which is called "neutral". As it seemed to me in UE4 easier to get a juicy picture indoors.
Finally finished with corrections and rework. All in all it turned out 45 meshes and 27 decals. A little bit of the master material, now you can more accurately adjust the roughness.
To make automatic sliding doors with sound turned out to be rather difficult for the person practically not familiar with Blueprint. But I finally coped with this task. The main problem was that if you quickly go in and out of the trigger, the animation of the closure was triggered before the animation of the opening. After adding a small check on whether the door is open at the moment I am facing another problem. Now, if you leave the trigger before the open animation is finished, the doors just won’t close. At this point I was specifically stuck, but eventually I was able to figure out how to solve this problem. And now everything works perfectly. Each of the animations is played from the beginning to the end together with the sound. And the doors do not get stuck in one of the positions even if it is very quick to enter and exit the trigger. Here’s how it all looks:
Today he gathered a scene and made a test span with a camera. The doors were opened with the help of FirstPersonCharacter which moved simultaneously with the camera. This is a fairly crude option, but the highlights are already visible.
That’s all. It took a lot more time than I expected, but the result was worth it. More screenshots and 360 panorama on artstation: https://www.artstation.com/artwork/w883W6
Replies
The first thing I’m going to do is remake the Sci Fi Corridor 1. Now it looks like this:
Finished texturing. It remains to collect everything in a new scene and bake the light. Additionally I am going to make a dozen of decals.
The material created by me allows to control color and smoothness of the masked areas of the meshes. To make copies of meshes more unique I have added to the material the dirt projected in the world space.
Recorded a small demonstration of material customization.
https://youtu.be/MisEy5xUlh8
model
https://youtu.be/MlJTZr0Kn3I
https://youtu.be/w6RNzGKtOX4
More screenshots and 360 panorama on artstation: https://www.artstation.com/artwork/w883W6
https://youtu.be/xiuCh9SoczI
https://youtu.be/J5GpoOh3ZTk
CGTrader: https://www.cgtrader.com/3d-models/space/other/ue4-modular-sci-fi-corridor-b
Cubebrush: http://cbr.sh/67cue1
Gumroad: https://gum.co/nhtJo