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Sci-Fi Corridor - Trim Sheet + Lighting Study

These fully playable Sci-Fi Corridors were made as my first introduction into the use of Trim Sheet textures as well as a lighting study. I started off by creating two 2048x2048 textures using Maya and Substance Painter which cover all of the major structural pieces of this hallway. I then created a modular piece set to then build the hallways in Unreal Engine 4. Once I built and lit the base hallway, I imported some assets from the Unreal Marketplace as well as some Megascan Decals to push some different environmental variants. Then I created two different lighting scenarios off of both of these variants, with the dark-destroyed setting being the "Final". All this is based on concept art by Evgeny Keshin

Final Hallway Variant.  Shot 01

Final Hallway Variant. Shot 01

Final Hallway Variant Shot 02

Final Hallway Variant Shot 02

Final Hallway Variant Shot 03

Final Hallway Variant Shot 03

Video Clip with flickering lights and audio. Audio courtesy of Marcus Duebel.

Initial Hallway comprised of only the pieces I modeled and textured myself. Shot 01

Initial Hallway comprised of only the pieces I modeled and textured myself. Shot 01

Initial Hallway Shot 02

Initial Hallway Shot 02

Initial Hallway Shot 03

Initial Hallway Shot 03

This is the second hallway variant with some added Unreal Engine Marketplace Assets. Shot 01

This is the second hallway variant with some added Unreal Engine Marketplace Assets. Shot 01

Second Hallway Variant Shot 02

Second Hallway Variant Shot 02

This is the third hallway variant with some added Unreal Engine Marketplace Assets and Megascan Decals. Shot 01

This is the third hallway variant with some added Unreal Engine Marketplace Assets and Megascan Decals. Shot 01

Third Hallway Variant Shot 02

Third Hallway Variant Shot 02

This is a fully baked Emissive Lighting Setup. The only lights in this scene are the emissive textures in the pillars and ceiling as well as 2 spotlights on the left wall to help highlight it. This was done to push my skills as a lighting artist. Shot 01

This is a fully baked Emissive Lighting Setup. The only lights in this scene are the emissive textures in the pillars and ceiling as well as 2 spotlights on the left wall to help highlight it. This was done to push my skills as a lighting artist. Shot 01

Emissive Lighting Setup Shot 02

Emissive Lighting Setup Shot 02

Emissive Lighting Setup Shot 03

Emissive Lighting Setup Shot 03

All the modular building piece assets I created in Maya

All the modular building piece assets I created in Maya

The textures I created. Trim sheets were done in Maya and Substance Painter. The glass and Emissive were done in Unreal to save texture space.

The textures I created. Trim sheets were done in Maya and Substance Painter. The glass and Emissive were done in Unreal to save texture space.

Assets and Decals gathered from the Unreal Engine Marketplace and Megascans

Assets and Decals gathered from the Unreal Engine Marketplace and Megascans

Trim Sheet 01

Trim Sheet 01

Trim Sheet 02

Trim Sheet 02