Through the Pipeline, or a Hallway

The Daylight setting of the scene. Final build

The Daylight setting of the scene. Final build

Oh no Something has broken through the doors the lighting is in Danger Mode.

Oh no Something has broken through the doors the lighting is in Danger Mode.

Starting to place lights.

Starting to place lights.

As if placing lights themselves was as simple as drag and drop.

As if placing lights themselves was as simple as drag and drop.

Materials is the name of the game. As simple and effective the Unreal materials are. Need to make my own.

Materials is the name of the game. As simple and effective the Unreal materials are. Need to make my own.

Don't need a whole lot when you think about it.

Don't need a whole lot when you think about it.

Its looking good, but its time to make this basic scene pop out a lot more.

Its looking good, but its time to make this basic scene pop out a lot more.

Pivots Changed and UVed and ready to be imported back into Unreal.

Pivots Changed and UVed and ready to be imported back into Unreal.

Need to Build in a Modular mindset for this so can build any version of the Hallway with only 17 pieces.

Need to Build in a Modular mindset for this so can build any version of the Hallway with only 17 pieces.

Proxy Meshes Brought in from Unreal not much detail at this point.

Proxy Meshes Brought in from Unreal not much detail at this point.

Need to Break this scene down.

Need to Break this scene down.

Reference to start from. Had some artistic freedom in making the hallway more dirty and not as sparkly clean as it is here. Let us begin.

Reference to start from. Had some artistic freedom in making the hallway more dirty and not as sparkly clean as it is here. Let us begin.

A month of learning the process of building an environment from creating a basic build in Unreal Engine 4, and using those to make my modular set pieces for my environment. Taking advantage of Substance Designer and blending personal materials and those from substance share to create my textures to finally be UV mapped in Maya then brought back into Unreal where they can be applied to proper materials, and saving the best lighting for last.