Unity - Sci-Fi Environment and Technical Art. Part 1

Science Fiction Corridor in Unity - HDRP

Science Fiction Corridor in Unity - HDRP

Scene is lighten mostly by Emission information in shaders and materials baked in to reflection spheres.

Scene is lighten mostly by Emission information in shaders and materials baked in to reflection spheres.

Animated Shader

Animated Shader

Holograms are animated with Shader

Holograms are animated with Shader

Black Marble with programmed controls in Substance Designer. I made two material instances with it, more clean and stronger one.

Black Marble with programmed controls in Substance Designer. I made two material instances with it, more clean and stronger one.

Animated Shader for Wall lights

Animated Shader for Wall lights

I made two instances of this shader for Light and text with different parameters for text to glow more. Only one thing diferent then in Unreal Material Editor was use of Time node in Unreal it would be Panner node.

I made two instances of this shader for Light and text with different parameters for text to glow more. Only one thing diferent then in Unreal Material Editor was use of Time node in Unreal it would be Panner node.

Main steel shader, with details in Normal and Roughness. I wanted to have similiar feel like I would prepare in Substance. I made all metal instances on map with it, for different color and adjustments

Main steel shader, with details in Normal and Roughness. I wanted to have similiar feel like I would prepare in Substance. I made all metal instances on map with it, for different color and adjustments

Steel Shader example color change and smoothness scale

Foil shader was done in Graph too. As always Smoothness detail and Normal to add more wave to material

Foil shader was done in Graph too. As always Smoothness detail and Normal to add more wave to material

Concrete Shader

Concrete Shader

With this shader I started to work on the map, trying out different possibilities with with Noise Node

With this shader I started to work on the map, trying out different possibilities with with Noise Node

Project consists of 20 static meshes and 8 Shaders reussed everywhere.

Project consists of 20 static meshes and 8 Shaders reussed everywhere.

Made with Unity 2020.1 - HD render pipline

Made with Unity 2020.1 - HD render pipline

The corridor has been modeled using Weighted Normals technique, where for the cost of more triangles, you don't have to soften the edges with a burned normal map. The surfaces of the models are textured with interactive shaders so we can change the color, brightness or other PBR values at any time without creating the textures again. Details such as screws and hinges were made in one material made in Substance Painter for all models.

When I saw the Unity demo with HDRP, I thought it would be fun to try it out. Especially since I haven't used Unity for a long time. Updates really bring a lot to the engine. Shader Graph, VFX Graph, Bolt (visual scripting) for free and it will be built into the engine next year. Substance Designer intergration works great.

Post Processing is really nice, especially when it uses volumes, you can have changes depending on location in the same map.