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Mechanic's Abode

I made this project for my portfolio course at The Game Assembly. Everything was made by me during 14 weeks, half time.

I wanted to challenge myself with creating a sci-fi interior scene, which is something I have never done Before. I was very inspired by Star Wars Outlaws and Jedi Survivor. I wanted the scene to feel lived-in and be tailored to the person who's supposed to reside there. I concepted the ship after a character design I had previously made. She is a messy mechanic who likes plants.


Real-time environment made in Unreal Engine 5, everything was modeled in Blender, textured in Substance Designer / Painter and Photoshop. I photoscanned the hamburger, fries and clothing piles using Realityscan. I sculpted a few things in Zbrush, for example the foliage and cloth.

The oil spill I made with a texture in designer that was panned based on the view angle. The bubbles were made in designer that I panned in different layers and various speeds. The animated screens were made usign blender nodes that I made into flopbboks following goodgood3d tutorials. I added a pixel shader on top to make the screens feel slightly more realistic.

A big thank you to my classmates who supported me along the way. Especially big thank you to Livio Ambrosini for all his valuable feedback throughout the project. And to Adam Dencker for all of his really helpful feedback and pointers.




https://www.artstation.com/livioambrosini3d
https://www.artstation.com/bronzegear







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Concepts I created to base the scene on

Concepts I created to base the scene on

PCG. I wanted to explore pcg and scatter scrap assets around my scene. I created a system which spawns scrap around meshes in the scene. Then there are blocking volumes where the scrap won't spawn inside, but will spawn around.

Modeled trim sheets

Modeled trim sheets

Hard surface modeled props

Hard surface modeled props

Modular kit wall pieces

Modular kit wall pieces

All of the assets I photoscanned with realityscan

All of the assets I photoscanned with realityscan

Sculpted vegetation atlas

Sculpted vegetation atlas

Progress video

Master material. Most things in the scene were textured using tilables and rgb masks. I added functions to controll the metallic and roughness values of each rgb layers along with many other parameters to make texturing easy to iterate on,