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Name: Andrew Simpson

 

P Number: P13202810

 

Email: Andrew_Simpson@hotmail.co.uk / P13202810@myemail.dmu.ac.uk

 

Project Title: Behind The Door – Hangar Bay

 

Overview: This is a partially stylised space hangar bay environment constructed from modular pieces to create the level/scene. The assets are modelled and unwrapped using 3DS Max and are baked using Xnormal and textured using Quixel using Ndo and Ddo. The texture budget was 2x 2048 Albedo/Roughness/Metalness/Normal.

Research and Design: I dedicated some time at the beginning to research what kind of space environment I wanted to do. I was set on something in space. I was inspired by this particular Concept of a Hangar bay built into an asteroid.

Unwraps: i Unwrapped Using 3Ds max and Textools plugin and for more complex assets i used IPackthat to arrange the UV Shells. 

Textures: The textures were made using Quixel with a combined use of Ndo to creating normals on hard surface models such as the crates, Hangar Doors, Vault Door and the Grated Floor Panels. I used Ddo in combination with Input maps I baked using Xnormals to create the textures. My input maps consist of Tangent Space normals, Object space normals, Ambient Occlusion and Material ID Maps.

Final Renders: Rendered In Unreal Engine 4

Conclusion: It is with regret that I did not achieve what I initially wanted to at the start of the project. This is because I did not plan my time correctly and I spent far too long trying to figure out exactly what kind of art style I wanted for my level. I felt that I interpreted the brief wrongly by trying to keep to the exact style shown in the example Picture but include my own twist to it.

 

If I were to re do this project I would focus more on concepting very quickly and get as much stuff blocked out and into engine quicker. I would also not spend needless time on making too many modular pieces in the game and use the basic modular assets I have already and see if they work.

 

I also feel that my level would have benefited from using Particle Effects and using better lighting to create a richer atmosphere. I also think that because I failed to include asteroids floating outside the hangar bay that the idea that it is supposed to be a hangar bay built into an asteroid is lost. It would also benefit from showing parts of the asteroid in the hangar such as a broken piece of the hull showing the asteroid rocky surface.

 

The level I feel could also greatly benefit from being larger and incorporate decals to show a dirtier and lived in feel as it currently feels rather bland. Use of posters and decals would also help to break up the monotony of the modular assets.

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