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Dark scifi environment with an imprisoned pregnant alien

Dark scifi environment I created for my portfolio. All the things you see and hear were created by me from my concept. Main character, materials and particles breakdowns are in separated artstation posts to not oversaturate this one. Search them on my profile. Hope you like them all!
Here we can see how I optimized props made with deferred decal modeling technique to use just one material instead 13.

The story: An alien aircraft crashed on a not yet reconstructed military base on Antarctica. The crash provoked serious damage on base facilities and only one passenger survived. The base staff provided medical assistance first aid and lead it to the interrogatory room to know how they came here and the most important thing, why?

Materials post:
https://www.artstation.com/artwork/58PBmw

Dark Scifi environment in Unreal Engine 4 - Interrogation room glass view

Dark Scifi environment in Unreal Engine 4 - Water flowing down demo

Here we can see some particles in action.

Here we can see some particles in action.

The extensive use of custom made decals made on substance designer. In other post I show the breakdown.

The extensive use of custom made decals made on substance designer. In other post I show the breakdown.

This is a view with the alien queen character I created for this environment. Its breakdown is in other artstation post.

This is a view with the alien queen character I created for this environment. Its breakdown is in other artstation post.

This the modular kit I made for this environment

This the modular kit I made for this environment

Here is how I planned the size of the scene in Blender

Here is how I planned the size of the scene in Blender

This is the door using the standard deferred decals technique. It uses 13 materials!! Not performant at all!

This is the door using the standard deferred decals technique. It uses 13 materials!! Not performant at all!

So I planned To optimize every prop to just 1 material. So I reorganize the UVs, assigned the same vertex color palette to every props and used a color for material.

So I planned To optimize every prop to just 1 material. So I reorganize the UVs, assigned the same vertex color palette to every props and used a color for material.

In substance painter, when I bake the ID channel of the prop I automatically can export every material as a mask. I merged in RGBA channels.

In substance painter, when I bake the ID channel of the prop I automatically can export every material as a mask. I merged in RGBA channels.

This is the same technique with another prop

This is the same technique with another prop

Then I obtain the masks for my prop. Also I packed as much textures as I can to use the less number of them possible.

Then I obtain the masks for my prop. Also I packed as much textures as I can to use the less number of them possible.

Then I mixed in Unreal. It could seem hard but I use only 13 textures on here. If I used 3 textures by material, this prop had 13 materials, equal to 39 texture maps plus one draw call for material. I'm sorry but it's not performant at all.

Then I mixed in Unreal. It could seem hard but I use only 13 textures on here. If I used 3 textures by material, this prop had 13 materials, equal to 39 texture maps plus one draw call for material. I'm sorry but it's not performant at all.

This is how it looks with this unique material.

This is how it looks with this unique material.