Concept
For this interactive environment I needed to create an environment to house a hero asset (stylized truck) that was modelled in the previous semester. I wanted to explore a context more interesting than a traditional garage. After a family member mentioned that the truck design had a manufactured look I decided to expand upon this idea. The futuristic design of the truck also inspired me to look at sci-fi environments. I really liked the look of CGI tunnels and thought it was achievable within the time frame of the assessment. After exploring images I came up with the idea of using the truck as a modular asset and creating a tunnel manufacturing chain.
Reference 
I liked the concept of having the manufacturing line on a track like shown in this example.
I was inspired by the geometry of the walls in the CGI environment. I wanted to replicate the walls and ceiling in my design.
Unreal Engine Block out
Modelling The Environment
Modelling Assets - Tool Wall
The tool wall modelled with a cloth surface dropped onto the workspace. this replicate a cloth or rag covering what was on the bench.
Dropping the cloth materials on the table with small objects underneath to create the illusion of objects underneath the Cloth surface
Texturing Assets - Tool Wall
I wanted a texture on the tool wall that looked as though tools could be hang up
Modelling Assets - Computers
I was able to extrude a plane following a NURBS curve to create the cables. The mount and frames were also added to the computers.
Texturing Assets - Computers
I textured the monitors with a black film to replicate a glossy reflection when a monitor is turned off.
Modelling Assets - Hammer
 I found an Image of a sci fi hammer I wanted to model in the environment.
After analyzing the separate parts of the hammer I was able to replicate the design.
The final texturing follows the concept image.
Importing to Unreal Engine
The next phase was importing all the objects into the scene. In the process of importing assets I found an interesting material (M_Tech_Hex_Tile_Pulse). I added this to to the walls and adjusted the colour to match the scene.
Lighting The Scene
I created emissive light strips in unreal use as the light panels on the floor. I then deleted all the default lights to begin lighting my scene.
Importing the Assets
I placed the lights along the walls and behind the pipes so the source of the light could not be seen
Creating a Reflective Floor
Through finding another material in unreal I decided to texture the floor with a glass material. Though this had a strange reflection of the light panels so I looked through the material for ways it could be resolved.
Adjusting Specularity of Lights
I found the reflections of the lights on the back wall of my scene was very distracting. I reduced the specularity of the lights at the end of the tunnel to reduce this effect.
Post Processing Adjustments
I began experimenting with some final lighting adjustments through the post processing volume.
The final lighting of the scene before packaging and rendering
I setup some cameras throughout the scene that complemented the depth. 
Final Realtime Environment
After creating this environment I feel much more comfortable designing environments and modular assets. I look forward to using unreal engine in the future projects.
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