Finished Work:
Detailed blog post with summary on how I created the scene:
Original Post:
Hello! This is my first attempt to create a sci-fi scene in Unreal Engine. My primary goal for this project is to improve my material and texture creation workflow with the help of Substance Designer and Painter. Also, I wanted to learn more about using face-weighted normals in hard-surface objects.
I will summarize all the things I learned in an ArtStation blog later after finishing this project.
Replies
Next up, I will setup some lights to and try to match the colorful lighting of the reference image.
Emissive colors turning white?
The other side of the story is that might not be a blue star, but a planet with an atmosphere as you can see radiating out in blue. That could explain the low brightness of it.
Overall, this was an amazing learning experience. I was able to streamline my workflow and reduce the friction from creating the model in Maya, texturing in Substance, and assembling the assets in UE4. I discovered that I was spending too much time in texturing because I didn't gather enough reference material. Lesson learned.
Comparing the scene to the original reference, there are details that did not make it due to time constraints. There were supposed to be more details on the door, a control panel beside the door, holes on the floor, busted pipes on the side, and more grunges scattered throughout the scene. Maybe sometime in the future I'll come back to add them.
Hoping to hear your feedback!