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Basic Space Station Interior - Trim Texturing Test

First time playing around with using Trim textures. Creating a basic Sci-Fi environment, very sparse due to me just trying to see if things work out fine.

A still in Photoshop, Lighting adjustment, background adjustment

A still in Photoshop, Lighting adjustment, background adjustment

Raw render of Station Interior, no adjustments

Raw render of Station Interior, no adjustments

Low Poly, Preserved UV's on walls to create long stretches of walls

Low Poly, Preserved UV's on walls to create long stretches of walls

Built a simple High poly model in Maya, took it into Substance Painter, and baked it onto a low poly plane. 

Combination of base diffuse, normals, metallic, and roughness map.

Built a simple High poly model in Maya, took it into Substance Painter, and baked it onto a low poly plane.

Combination of base diffuse, normals, metallic, and roughness map.

Building a basic set using the modular parts, repeated uv's in places to fill in repeatable sections

Building a basic set using the modular parts, repeated uv's in places to fill in repeatable sections

The modular used/unused pieces that make up the station interior, really basic parts, making the building of the env  pretty fast

The modular used/unused pieces that make up the station interior, really basic parts, making the building of the env pretty fast

Test in Maya camera environment movement, basic passes comp'd in AE. I'm thinking of taking the environment into UE4 to play around in there instead.

Basic Lighting of Station Interior

Basic Lighting of Station Interior

AO

AO