UE4 Science Fiction Corridor - Environment & Technical Art

Science Fiction Teaser - Unreal Engine Environmental Cinematic

All renders comes directly from Unreal Engine 4 without any postprocessing in Photoshop

All renders comes directly from Unreal Engine 4 without any postprocessing in Photoshop

Assets Overview (33 static meshes, 13 Materials, 10 custom decals, 5 new shaders, custom space skybox)

Assets Overview (33 static meshes, 13 Materials, 10 custom decals, 5 new shaders, custom space skybox)

Worn off space helmet made for this project

Here you can see how I made the star shader.

Cold Star Shader Graph

Cold Star Shader Graph

Cold Star Shader

Cold Star Shader

Black Hole Shader

Black Hole Shader

My Bevel Shader Normal Map Baking Tutorial - Inside Blender 2.8 for Unreal Engine or Substance Painter

360 View (4096 px x 2048 px) Lack of some elements of post processing from UE4

360 View (4096 px x 2048 px)

Thanks for watching!

Thanks for watching!

It took me about two months of work to create this project in my free time.

I was inspired by games like Alien Isolation and Mass Effect. When recording an ambient track, I tried to keep the atmosphere of science fiction and horror.

Most assets were made in Low Poly technique after which I burned normal maps with Bevel Shader. The exceptions are: the big wide window was done with the help of the Face-Weighted Normals technique (used in Alien Isolation), and the asteroid was sculpted in Blender and after retopology burned in Substance Painter.

List of elements: 33 static meshes, 13 Materials, 10 custom decals, 5 new shaders, custom space skybox, ambient track.

All Corridor assets have very small amounts of triangles, from 35 to 2k - for more complex shapes.
Other meshes like astro helmet - 5k, wide window - 2.7k, Box - 2.5k triangules. Only big asteroid triangule count is 8k (4 LODs prepared last is only 240 triss)

You can watch my tutorial how I programmed sun shader.