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Hallway Environment- Modular/Lighting Study | Real-Time Environment

This project was built as a deliberate learning challenge, pushing my skills in three specific areas: PBR texturing, real-time lighting with Lumen, and modular asset construction. The result is an abandoned industrial corridor where nature has slowly started winning the fight against concrete and steel.
Visually inspired by the industrial decay of Half-Life, the overgrown brutalism of S.T.A.L.K.E.R., and the environmental storytelling of The Last of Us.
Throughout the project I applied pipeline techniques from Fast Track Tutorials course - adapting it's workflow to serve my own creative vision.

I'll very appreciate any feedback and critiques!

Replies

  • Busitskee
    Wireframe and PBR texture maps for the hero pipe asset - showing topology, UV layout and the Albedo / Normal / Roughness workflow built in Substance.
  • Busitskee
    All assets modeled by me in Blender - pipe systems, structural modules and props built from scratch and designed for modular reuse across the scene.
  • Busitskee
    Secondary and dressing assets sourced from Quixel Megascans and Unreal Marketplace. Ivy, vegetation and debris - integrated and adjusted to match the scene's tone and weathering.
  • Eric Chadwick
    Looking good so far!

    The light on the wall above the electrical box, usually those have a visible conduit connecting to the electrical box. Might be nice to add.

    For the pipe hero asset pics, I would prefer less empty space around the models… get those up close to the camera. 

    Wireframes are easier to read if they are shaded and occlusion-culled. For example: 

    UVs look like they are curved a bit? It’s usually better to straighten UVs which reduces aliasing when creating LODs, and helps with fine lines and text.

    Overall the environment seems like it lacks narrative and focal areas. I’m not sure where to look, what the meaning is for the space. Did anything happen here? Usually a game space will communicate game narrative to the player, thru “points of interest” which offer narrative clues.

    Keep going, this is great.
  • Busitskee
  • Busitskee


    Looking good so far!

    The light on the wall above the electrical box, usually those have a visible conduit connecting to the electrical box. Might be nice to add.

    For the pipe hero asset pics, I would prefer less empty space around the models… get those up close to the camera. 

    Wireframes are easier to read if they are shaded and occlusion-culled. For example: 

    UVs look like they are curved a bit? It’s usually better to straighten UVs which reduces aliasing when creating LODs, and helps with fine lines and text.

    Overall the environment seems like it lacks narrative and focal areas. I’m not sure where to look, what the meaning is for the space. Did anything happen here? Usually a game space will communicate game narrative to the player, thru “points of interest” which offer narrative clues.

    Keep going, this is great.
    Thank you, Eric! Your expertise helped pinpoint exactly the areas for improvement :)
    Really appreciate your advices! I’ll be implementing it to continue develop my skills.
  • ThisisVictoriaZ
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    ThisisVictoriaZ sublime tool
    Looks really cool, I like your lighting and use of color. One thing I think stood out to me is the graffiti, in real life i dont think there would one be one super massive perfect graffiti on one wall, maybe add some smaller tags around the other walls to make it look like many people have been to this place over time. 
    Overgrown Hallway with Moss and Peeling Paint in an Abandoned Building  during Daylight Stock Image - Image of environment texture 331528265
    This is a more extreme example but I think it it shows environmental storytelling over a long period of time, like this is a place many people have visited.
    I also like how in the above image there is foliage on both sides of the path, to me this reinforced that this place has been abandoned for a while, while drawing the players eye down the hallway where you want them to go. 
  • Busitskee
    Looks really cool, I like your lighting and use of color. One thing I think stood out to me is the graffiti, in real life i dont think there would one be one super massive perfect graffiti on one wall, maybe add some smaller tags around the other walls to make it look like many people have been to this place over time. 
    Overgrown Hallway with Moss and Peeling Paint in an Abandoned Building  during Daylight Stock Image - Image of environment texture 331528265
    This is a more extreme example but I think it it shows environmental storytelling over a long period of time, like this is a place many people have visited.
    I also like how in the above image there is foliage on both sides of the path, to me this reinforced that this place has been abandoned for a while, while drawing the players eye down the hallway where you want them to go. 
    Thank you for your advice! +
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