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.
![BTD Unwraps](https://static.wixstatic.com/media/17eb2b_b21bfaab4c594fbaa95958652ff4ae55.jpg/v1/fill/w_980,h_653,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_b21bfaab4c594fbaa95958652ff4ae55.jpg)
![BTD Unwraps](https://static.wixstatic.com/media/17eb2b_b21bfaab4c594fbaa95958652ff4ae55.jpg/v1/fill/w_980,h_653,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_b21bfaab4c594fbaa95958652ff4ae55.jpg)
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.
![Crate 1](https://static.wixstatic.com/media/17eb2b_26b3c8244651456693cda9fd27db05ab.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_26b3c8244651456693cda9fd27db05ab.jpg)
![Crate 2](https://static.wixstatic.com/media/17eb2b_92636778896a43a880815d805e158a5f.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_92636778896a43a880815d805e158a5f.jpg)
![Crate 3](https://static.wixstatic.com/media/17eb2b_1c1b944c3b4a4e558cbbb23fe1f5f74d.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_1c1b944c3b4a4e558cbbb23fe1f5f74d.jpg)
![Gas Cannister](https://static.wixstatic.com/media/17eb2b_f31e928500e3436c807dff0f79504492.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_f31e928500e3436c807dff0f79504492.jpg)
![Wall Ventilation](https://static.wixstatic.com/media/17eb2b_48f03ddb82354a41a87d126ac2d396e6.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_48f03ddb82354a41a87d126ac2d396e6.jpg)
![Vault Doors](https://static.wixstatic.com/media/17eb2b_1edf837a3af04344a7c9c5850370ef79.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_1edf837a3af04344a7c9c5850370ef79.jpg)
![Wall Edge](https://static.wixstatic.com/media/17eb2b_13588ab3cff64a91bb5ab042c99145bb.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_13588ab3cff64a91bb5ab042c99145bb.jpg)
![Ventilation](https://static.wixstatic.com/media/17eb2b_bef53900436d490da8323a6bfc5a3f36.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_bef53900436d490da8323a6bfc5a3f36.jpg)
![Floor Edge](https://static.wixstatic.com/media/17eb2b_a3569c4e08b74a7b9b0b20c0a0c768b5.jpg/v1/fill/w_980,h_980,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/17eb2b_a3569c4e08b74a7b9b0b20c0a0c768b5.jpg)
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.