Finished off walkway pipe layouts so that they all connect. Created some pipe coverings that go around pipes that are entering the walls (creating a better transition).
@Carabiner Thanks for your feedback. I agree, it is quite noisy at the moment. The lighting is also very temporary (I'm using point lights which is creating these hot spots in all directions). Once I've created some light fittings and placed them around the scene this will help guide the lighting more. Doing this will help…
Created two proxy metal textures, a master material, two instances, and started applying to meshes. I want to get an idea of scale and UVs so thought it would be a good idea to start looking into that now. Additional kit parts have been created as I've expanded the layout.
Created a pipe kit with straights, corners, junctions, covers and detail meshes. Created BPs of sets of them and started placing them around the scene. They fit in the environment (which is good) but have highlighted how manual the process will be without a BP spline that generates them. I'm going to have to do a bit more…
Created another trim sheet in the same way as the previous stream. Used the new pieces to create two new mesh variants. Got both trim sheets into Substance Painter (very quickly) and exported some PBR textures out for them. Setup meshes and trim materials in engine to see what they look like at this stage.
Started looking at creating different textures for floors and walls. Needs a bit more work (and my Painter version needs updating!) but happy with the grip variation.
Created a painted metal texture variant for each trim and hooked it up in the material to be tintable. The left image shows it off, the right is a more subtle look to it in the environment.
Updated the tunnel assets this evening. Made some more use out of the new support legs so will have to create some variations of these to help break up areas throughout the scene.
I created the BG buildings and walls from the parts I already had added them to the scene. Aside from a few holes that need blending/patching up that's the block out DONE!