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Night Room - Unreal Engine 5 Environment

Based this project off of a beautiful concept by Marius Villard, It originally started as a challenge project on Polycount bi-monthly challenges, after the challenge was over, I decided to expand the scope and added additional elements inspired by Deux Ex titles and Cyberpunk 2077. All assets were created by me; some decals (replaster and grunge) were sourced online and converted into alpha maps for use. Working on this piece was a fun deep dive into efficient production techniques and real-time implementation in Unreal Engine. I learned a great deal about workflows and optimization; channel packing, tileables, masks, shaders, detail normals, and lighting as well as designing mockup brand concepts and posters. Special thanks to Bengisu Selçuk and Jeremy Estrellado for their valuable feedbacks, and to the Dinusty Empire, Experience Points, Beyond Extent, and Sierra Division communities for their support and help.

https://www.artstation.com/mariusvillard

https://www.artstation.com/bengs

https://www.artstation.com/dinusty

Post-processed shot with DaVinci Resolve.

Post-processed shot with DaVinci Resolve.

Animated shot.

Animation render from work area.

Main Shot render scene. Global illumination is lumen.

Main Shot render scene. Global illumination is lumen.

Close-up render from Kitchen Area.

Close-up render from Kitchen Area.

Close-up render from work area.

Close-up render from work area.

Another close-up render from work area.

Another close-up render from work area.

Asset zoo, all assets made from scratch. Project used two main workflows for texturing. Shelving, cabinets and comparable assets employed RGB channel packing. The areas below assets were textured in using three texture maps: Albedo, Normal, and ORM pack.

Asset zoo, all assets made from scratch. Project used two main workflows for texturing. Shelving, cabinets and comparable assets employed RGB channel packing. The areas below assets were textured in using three texture maps: Albedo, Normal, and ORM pack.

Some of the boxes and edibles, baked and textured with substance painter.

Some of the boxes and edibles, baked and textured with substance painter.

ORM material layout: normals and roughness are enhanced with detail normal and detail roughness maps. Diffuse map uses an additional color-variation map.

ORM material layout: normals and roughness are enhanced with detail normal and detail roughness maps. Diffuse map uses an additional color-variation map.

RGB layout: Albedo supports extra RGB color maps (toggle via Custom Primitive Data). R = roughness details, G = dirt breakup (soft-light blended), B = edge dirt.

RGB layout: Albedo supports extra RGB color maps (toggle via Custom Primitive Data). R = roughness details, G = dirt breakup (soft-light blended), B = edge dirt.

RGB material preview with detail normals.

To avoid making a lot material instances, I used custom primitive data for sticky notes, and used world position for color variation.

Display screens

Display screens

Monitor screen made in photoshop then animated in after effects.

Monitor screen made in photoshop then animated in after effects.

Display Screen material layout. I separated the main monitor's texture layer into individual R, G, and B channels so I can independently control their offsets to create color fringing.

Display Screen material layout. I separated the main monitor's texture layer into individual R, G, and B channels so I can independently control their offsets to create color fringing.

Some of the stickers, posters, and mockup brand assets created for the scene. Posters and stickers were sourced from Creative Commons images and edited in Photoshop.

Some of the stickers, posters, and mockup brand assets created for the scene. Posters and stickers were sourced from Creative Commons images and edited in Photoshop.

Unlit view.

Unlit view.

Wireframe view.

Wireframe view.

PureRef board.

PureRef board.

Progress over time.

Progress over time.