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Sci-fi Alien Corridor

Sci-fi Alien Corridor Environment

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Renders in Unreal Engine 5.7

Breakdown

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For this environment, I wanted to create a unique sci-fi environment overrun with alien growths. 

I created the concept for the environment and used it to plan out my trimsheet I am creating for the environment as well as use for my blockout.  

My inspiration for this piece comes primarily from Metroid Prime environments.

Concept Art

Using my concept for reference, I made a trimsheet that would create most of the scene that I blocked out at this point. I wanted to use a variety of different tiles, grates, pipes, and alien growth to fill the environment.

In the photo on the right, there is the render of my custom trimsheet as well as displaying the Basecolor, Normals, and PBR.

The hard-surface tiles were created in Maya and the Alien growth was created in ZBrush. The trimsheet was textured in substance painter. 

Custom Trimsheet

Color Coded Block Out

In Unreal Engine 5, I blocked out my environment organized by color to understand what aspects of the trimsheet will be used where, and what modular pieces will need to be built in my next steps. This also lets me plan out where and what custom props will need to be made to finish the environment.

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Modular Kit with Different Dirt Variation

After creating the trimsheet, I created a different version that had less dirt and grime than the other. From here, in Maya I created simpler versions of each piece from the trim sheet. This is the current work in progress with the kit, but I would like to refine the pipes to fit more accurately to their positions in the scene, as well as the beams and wires. 

Current Modular Kit In Scene

After creating them in Maya, I imported the pieces into Unreal Engine and started to fit them into the scene. There are a few tweaks I would like to make with the current layout, mainly replacing parts of the room with pieces more to fit with the rooms layout. 

After applying them to scene, I used vertex painting to use a mix of the clean material and the one with more dirt for some variation in scene. 

Some next steps are the Alien vines, the door, crates, and wall pipe. 

Alien Vines

The alien vines were created in Zbrush and utilize the trimsheet created. Lighting and post processing needs to be modified next.  

Lighting, Post Processing, and VFX Pass

The next step I made in the project was a focus on in engine details. I made a warping material of alien slime under the floor boards, added dust particles for ambience, spark particle effects, and an instance of chaos simulation. 

I also used volumetric fog to add an eerie atmosphere and created a light function utilizing and manipulating a sine function to make flickering lights. 

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