My goal for this project was to create my first environment, with a focus on tileable materials, material variations, material blending, and trim sheets. It also gave me a chance to dive deeper into material shaders and Blueprints in Unreal Engine 5.
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Since the scene only has a handful of elements and materials, a key objective was to avoid it feeling too repetitive. I created decals, mesh decals, and masks to help break up the tileable materials. I also created several detail normal and roughness maps for objects such as the bench, tracks, and ceiling slats. For the vents and pipes, which needed some more detail, I blended tileable materials in engine using grayscale masks created in Painter.
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Special thanks to Vincent Dérozier for his excellent mentorship throughout the project. As well as Jeremy Estrellado and the DiNusty Discord community for the constant feedback and support.