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Infested SciFi Corridor

/ENG/
Scene created with Unreal Engine 5.3. Modeling and sculpting were done using Blender and Zbrush, while the textures were created in RizomUV and Substance Painter. In this small project, I wanted to test a complete pipeline from Blender to Unreal, checking the differences compared to Maya, especially regarding scales. Once that small issue was resolved, I exported the 3D models to RizomUV to create the UVs of the assets (Blender is terrible doing this right now), and then to Substance to texture them. When working with Subsurface Scattering, the results in Substance Painter's iRay vary considerably compared to Unreal, but I didn't want to export USDs; instead, I opted for completely custom materials as some of them were going to be animated. Finally, in Unreal, I created various types of materials and Decal Materials to provide greater diversity and life to the scene. Among other things, I created several Decals that allowed different types of animation to appear as liquids, blood, etc., and others to add wetness to some assets without having to create new textures or materials. I created light materials for the fluorescents that would have their own animation, as well as a simple Niagara System of spores that would cross the scene. Since it is a playable first-person scene, I also reused a post-process material I created in a previous project to simulate a bodycam, so when the player is playing, they have the sensation of being inside a suit.
/ESP/
Escena creada con Unreal Engine 5.3. El modelado se ha realizado con Blender y Zbrush, las texturas las creé en RizomUV y Substance Painter. En este pequeño proyecto quise probar desde cero un pipeline entero desde Blender a Unreal, comprobando las diferencias existentes respecto a Maya, sobretodo en lo referente a las escalas. Una vez solucionado ese pequeño problema, me llevé los modelos 3D a RizomUV para crear las Uv's de los modelos (Blender es horrible en este sentido hoy en día) y de ahí a Substance para texturizarlos. Al trabajar con Subsurface Scattering los resultados en iRay de Substance Painter varían bastante respecto a Unreal pero no quería exportar USD's sino materiales completamente personalizados pues algunos de ellos iban a ser animados. Finalmente en Unreal creé varios tipos de materiales y Decal Materials para poder dotar de mayor diversidad y vida a la escena. Entre otras cosas creé varios Decals que permitían distintos tipos de animación para parecer líquidos, sangre...etc. y otros para dar humedad a algunos assets sin tener que hacer nuevas texturas ni materiales. Creé materiales de luces para los fluorescentes que tendrían su propia animación así como un Niagara System de esporas que recorrerían la escena. Al ser una escena jugable en Primera persona también re-utilicé un material postprocess que creé en un proyecto anterior para simular una bodycam así pues cuando se juega el jugador tiene la sensación de estar dentro de un traje.

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Unreal Render

Unreal Render

Unreal Render

Unreal Render

Substance Painter Render

Substance Painter Render

Substance Painter Render

Substance Painter Render

Substance Painter Render

Substance Painter Render