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SciFi Hallway

For this project, I 3D modeled and UV'd a modular set of Sci-Fi walls, floors, and ceilings in Maya, then textured them in Substance Painter, and finally exported the models and textures into the Unity Engine where I created an environment with them. The video above shows the final result.

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Maya_UV-Map.PNG
Maya_HighPoly.PNG

In Maya I worked from a concept art image as a reference and created the low poly versions of all my pieces. In the case of floors and ceilings, these were mostly flat planes with slight changes. The walls and trims are more complex but the basic geometry is still quite simple in order to reduce the number of polygons. I also made sure that each model has no faces on the back side, as the player in the game would not see these and they would just take extra processing power to render. Additionally, this makes it so that you can see through the back side of the object in Unity, allowing you to see the interior of the level even after walls and ceilings have been added. From these low poly models, I divided the objects into two groups and UV mapped each group onto its own tile, allowing for the creation of two 2k texture maps in Substance Painter.

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With the low poly models complete, I needed to add divisions and smooth out the edges to create a high poly version, as well as create 'floaters' which will pop out on the texture without adding any additional polygons to the scene. I made vents, bolts, and other interesting shapes and beveled them so that the detail could be baked onto the normal map of the texture in Substance.

Once the low and high poly models were done, I quickly duplicated my low poly models and applied colorful Lambert materials so that I could create an ID map in Substance to mask out sections of my models that should receive the same textures. I also made sure all the pieces from the low, high, and id models shared the same naming conventions to make baking in Substance cleaner and faster. With that done, it was a matter of applying metallic textures to the models, coloring them, and adding wear/scratches until the models looked good and were ready to export to Unity. I also added an emissive material for my objects with blue lights. Below are the albedo/transparency, metallic/smoothness, normal, ambient occlusion, and emission maps respectively for both 2k texture groups.

TextureGroup1.png
TextureGroup2.png

Finally, the models and textures were ready for export to Unity. After importing them into a demo scene, I used the texture maps from Substance to create two materials for all of my pieces and applied them to the models. I also laid out the models to show off all of them at once and added a space-themed skybox and some post-processing effects to my camera to complete it.

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With all of my pieces in Unity, all that was left was to build out a scene!

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