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Theed Palace Hangar Bay

After making the N1 Starfigther, I wanted to throw together an environment for it to fit into just like I did with my R2D2 project. The plan was originally to put this scene in marmoset toolbag like most of my projects, but as it got bigger and more in depth, I decided to switch to unreal. This was the first time I had ever gone fully into Unreal's new lighting features, and the whole project ended up being a big lighting exercise.
I decided to also make a few blueprints for some assets, so the hoses on the ground were a dynamic spline actor that I could easily edit in engine, and all the panels on the back of the walls will randomly have their lights (the red, yellow, and green ones) change when I refreshed the scene. Little things like this helped so much with making areas of the scene feel more unique.
The entire scene is running in realtime at 60fps, at 1440p, which is incredible considering the amount of high res textures and lightmaps in there.

Spline actor blueprint setup for dynamic creation of the hoses

Spline actor blueprint setup for dynamic creation of the hoses

Overall lighting progress onces the props were in place

Overall lighting progress onces the props were in place

The entire hangar was constructed from these 5 main pieces using one texture.

The entire hangar was constructed from these 5 main pieces using one texture.