Website powered by

Experiment gone wrong

This Project is initially a study on creating a modular environment in Unreal Engine while using a Trimsheet for an optimal scene optimization while also telling a little bit of a story , I am going to break down the technical aspect of my workflow then I am going to explain what happened in the scene , also watch out for an easter egg !
=====================

Disclaimer:
- the only things I did not create from scratch in this scene are the characters which I got from Mixamo and the blood decals which I got from Quixel Megascan, also the numbers decals on the doors I got from vecteezy and the Pressure clock picture from Google.
=====================

Breakdown:
Unlike my other work where I had to rely on high/low poly modeling/baking and well detailed crispy textures to create a hero prop, I did not have such luxury while working on a trimsheet, so it was a totally different workflow that focuses on creating Seamless materials, straightening out UVs and not overdoing it texture wise so the loop is not obviously repetitive.
=====================
- Blocked out my idea on Maya just to get a grasp on the projects scale and how it is suppose to look.
- Knowing I had to do a lot of modification if something was not for my liking , I decided from the start to create this project in a non-destructive workflow, meaning I choose to create all of my materials in substance designer, and assigning them later on a Trim sheet inside of Substance Painter which I had subdivided previously inside of Maya, that way it is easier for me to modify the scale of the texture on the trimsheet.
- Since I am using trimsheets I had to straighten out the UVs of all my assets, from the obvious ones such as the floor and the brick wall to every included asset you see in the scene , while excluding the heavily bended door in which I needed the high/low bake for extra story telling , and the imported characters.
- After setting up my assets inside of UE4 , I snapped them using their edge vertices while applying the Texture sheet material.
- After completing my setup I had to light up the scene inside of UE, which was mainly a mixture of spotlights , filler point lights, post process tweaking and a couple of days of testing :D
- After finishing my level from a technical aspect, now it is the time to work on adding a story to it, for this part I created the bended door which is a High/low poly workflow achieved using Maya, Zbrush and Painter , Imported characters with their animations from Mixamo which I had luck in finding since they really matches my vision for the scene, and after that added the blood decals from Quixel Megascan and Created the Gas fx using Niagara in UE.
- The scene's assets dressing such as the valves, strollers, surgical kit and others assets are made for a game environment, they are very lowpoly and their only texture is the one from the trimsheet.
=====================

Also worth noting all the time that went on assets that did not make it in the scene, coming up and implementing ideas, the endless loop of tweaking details that no one will care about, and a huge thanks for my friends who provided valuable feedback.
=====================
If you have a question or any suggestion really, feel free to contact me.
=====================
Story:
- An underground research facility that is experimenting on Condemned inmates via secret deals with the government, what is happening in the scene is an "experiment gone wrong" type of a scenario, in which the injected syringe gave the inmate superhuman strength, which later on led him to bash the door open before the gas prevented him from doing so and went on a murdering spree.
=====================
Scene clues :
- Three doors, three emissive syringes, 1 bashed out door and 1 used syringe.
- Pressure clock and valves, you can see the first pressure clock is maximized and the lever turned respectively.
- The guard is wearing a gas mask
- The guard being crushed by the door is no coincidence since he was turning the valve and then the Room's lever.
=====================
Easter egg:
- Peak hole on Door number 3
=====================
If you made it this far, thank you for coming to my Ted Talk!

Main Scene

Main Scene

Modular assets

Modular assets

Trimsheet

Trimsheet

Lowpoly baked bended Door

Lowpoly baked bended Door

Bended door turntable

Most notable seamless materials created in Substance Designer

Most notable seamless materials created in Substance Designer