Week 12 Textures, textures, textures!

Texture fever is here!

This week I have been working on the textures for several objects so instead of writting a lot, allow me to put down here some renders of this weeks’ work.

Oops! Something went wrong and that’s what all these graphs, parameters and big exclamation mark in the screen want you to know.


Animal and human bodies are kept inside this tank. While the bad guys look for new subjects, the scientist locked in the room has to experiment with his own body.


Our friend is going mad. He’s starting to lose his sanity so he started carving important formulas in different objects. Anyway some unknown quantities are missing in these equations. Maybe its time to get rid off this scientist and kidnap a new one.


Well, no mystery here, this is the robotic arm usually used while conducting experiments. It’s not working very well lately. Reparation will be required probably.
Serial number here! Detail I wanted to show from a closer view because in the previous renders wasn’t noticeable.
What time is it? It’s time to escape!
Let me introduce you to Nikola Tesla. You will find him electrifying!

Doesn’t seem very comfortable. Anyway, subjects who sat there probably didn’t care at all.

I wouldn’t stand near this container for too long. Just in case it’s not properly sealed and some of its content leaks.

Week 11 Walls and floor textures

This week I dusted off Substance Designer app and created the first materials for my scene. It was going to be a little bit hard to start because the last projects I worked on were not realisitc, in fact, they were very cartoony and needed flat bright colours.  Last time I created realistic materials in Substance Designer was a couple years ago.

Being aware of this I decided to go first for my wall panels material because I thought it would probably be easier. I was looking for simple clean white panels for my scene walls. I chose this colour and clean shapes since it helps to represent the aseptic and cold environment anyone would expect from a laboratory. Anyway once I work with it in Substance Painter I will add dust, oil/blood stains and other elements to help me with the background story.

Wall panels

Once I finished the wall material I went for the difficult one which was walls material. I wanted to create some sort of panels which mixed on the one hand steel or some kind of metal and, on the other hand some fine wood. The fine wood on the material tries to give a warmer and “home-like” look to the scene. Let’s not forget that someone is living there (locked up), after all. As fine wood counterpart, there is steel which brings the idea of cold place one more time, along with the white panels on the walls.

London underground map. Not really, just kidding. These are the nodes I used to create the floor material.
Floor plates render 1.
Floor panels render 2.

I am specially proud of the floor material, since despite of its difficulty I think I was able to create what I had in my mind (and after being away from Substance Designer for 2 years).

Week 10 Final minor props + Hole in a wall

It happened again. I’m writing week’s 10 blog on week 11. Sorry for that.

Last week I worked on a wall with a hole in it, which hides the staircase to a lower level. My workflow was a bit different from the workflow I used for the rest of the props in my scene. At the beginning I was doubtful about how to approach this asset so I looked for some videos. They weren’t as useful as expected because they were not in Spanish or English, but in Arabic and Portuguese. Anyway they didn’t teach me how to create a wall with an actual hole in it, but a wall with its paint coat  gone so the bricks behind were visible.

I decided to model 4 different types of bricks in ZBrush and retopolgise them into low poly meshes. Then I imported them into 3DS Max and placed them rounding the hole shape. The result was satisfactory so I considered it done.

Broken wall

Besides this wall I also worked in the last minor assets which are the following:


-Wine/Whisky bottle

-Laboratory flasks (Erlenmeyer, Fernbach and volumetric)

-Main door

-Hidden door (the one behind the broken wall)


I attach here a couple screenshots of my unreal scene with the last additions.

From now on I’m going to be working on map baking, materials and texturing.

Last big crunch! Let’s go for it!


WEEK 9 Last important props

This week I have been working in the last important props, so the only objects left to do are minor hurdles in the track.

These objects I have been working on are the cryo-tank, the robotic arm in the bottom of the room, and the screen/scanner which hangs in the ceiling and points to the top part of the chair.

Cryogenics Tank / Stasis Chamber
Tank UVs
Robotic Arm
Robotic arm UVs
Screen / Scanner
Screen/Scanner UVs

I followed the same workflow as always, modelled them, unwrapped their UVs (which as I said in previous posts, I feel more comfortable every time and get better results, in my opinion) and import them into unreal.

Next step will be approaching the last items. The one that most concerns me is the broken wall because my workflow will have to change a bit from what I have been doing until now. I will probably need to use ZBrush. We will see.

I am planning to make one last big crunch this April, so it is going to be fun.


WEEK 8 New prop + Unreal Update

This whole week I have been working in one of the most important props of the project, the experiment chair, so I wanted to devote as much time to it as necessary.

Experiment chair

I created the low poly model and unwrapped its UVs. I have to say I am quite proud of this UV map because I managed to get a very nice outcome despite the complexity of the object. I think I am improving at working with UVs.

Finally I imported the chair alongside the tank control panel (which I made last week) into Unreal so that I can get rid of their blockings.

WEEK 7 Unreal Lighting + New Asset

On the one hand, this past week I have been importing everything into Unreal and I set some lights trying to simulate the light in Aleksandr Dochkin concept using two different tones which helped me separate the scene into two halves. There are other elements that helped dividing the scene too, such as the steps or the central column.

I’m planning to import a mannequin so that I can check If everything has the right scale. In addition, once I finish new assets, I will import them into the engine, of course.

Speaking of which, on the other hand, this week I have been working on a new prop, the tank control panel, which ended up being such a pain because it is made of several little pieces which were everything but fun once I had to unwrap their UVs and organise them all together.

Here is the result.

WEEK 6 – Progress Review + Problem solving

On the one hand, I realized the problems I had with Unreal could be probably related to my props UVs, so this week I have been working on the UVs of the assets I have done so far.

Find attached here a couple examples of UV maps I did.

Desk chair UV Map
Chemical waste container UV map

On the other hand, I had to submit my progress review on Friday, so I worked on it as well. Here’s the PDF I submitted.


WEEK 5 – Time measuring

This week I have been working in a couple more assets (see at the end of this post) but my main task during these days was, as I already mentioned in last week’s post, going through the whole asset creation process from the modeling to the texturing. Doing this I have been able to measure the time it took me and after making some calculations these are the results:

-Low poly: 1h 40m

-High poly: 45m

-UV: 1h 30

-Map baking: 15m

-Texturing: 1h

-Total: 5h 10m

*Note: A fridge was the asset I chose. It is a quite simple one so I believe the final amount of hours could vary depending on how difficult the model or textures are. I estimate time could go up to 8-9h if the asset is more difficult.

In addition I tried to import the scene into unreal but I bumped into some problems I will try to fix in this following week by importing my assets one by one.

Low poly – 1200 polys
High poly – 332k polys

WEEK 4 – Blocking update + First assets

I know this post is technically being written in week 5 but it contains my work from last week.

I added to the blocking the broken wall made of bricks I mentioned in the last entry and modeled the first assets.

Chemical Waste Container
Floating Chair
Filing Cabinet
Filing Cabinet – Short Version
Screen/Digital Blackboard
Soft drink can

I’m planning to model some more objects this week as well as going through the whole process with one of my assets from modelling to texturing and importing into engine so I can measure how much time does it take me to create an item and make some calculations and decisions for my next steps in the project.

In addition, I will import the assets into the blocking so I can replace their older blocked out versions. Once I’ve replace them I will import the scene into Unreal to set some lights and cameras.

WEEK 4 – Blocking tweaks + Extra Research

Last week I was asked for even more information to make my scene stronger in storytelling terms.

So I decided that the building in which my lab is in, was not built in 2107 but was restored and reconditioned from a previous building that was already there. This building is the Department of Polish Language and Literature so it is somehow a building belonging to the University of Krakow. The fact that I miss is to know if this is public or private, although I do not consider it to be something especially relevant. I’ve been thinking about how a Language Department ended up having clandestine labs in it and I came up with an idea. The building could have been reconditioned as a medicine/engineering faculty so experiments could be held there (maybe by the most outstanding students who are kidnapped and forced to work).

The laboratory is located in the building highlighted in blue

In addition, the lab is placed in the first underground level, 5 meters aproximately below the ground floor. But there’s even deeper levels (and this is one of the changes I made to the blocking)

The month in which my environment is set is October and the time of the day is late night (23:00-00:00). Due to this, the sound effects I will add in future stages of my FYP could vary from the ones I woul have choosen if everything was set in a lunch break in mid June, for example.


Knowing all these facts, it’s time to attach a screen capture with the few changes I made to my initial blocking. The changes are:

-Extension of the staircase

-Adding a bit more space

-Adding a second door with another staircase going even further down

-Broken wall*

This one is not still added but I’m thinking of placing a broken wall in front of the door that leads to a deeper level. (I was thinking in a hole similar as the holes seen in Figure 1 and 2). So it looks like it was initially sealed/hidden but the person working there discovered it in one of his/her attempts to escape.

Figure 2
Blocking after applying changes