Cyberpunk Challenge: Dystopian Office Env. 4

Making Of / 06 April 2020

The final couple of changes to the interior involved a few more objects on the walls and some minor set dressing to vary stuff up. 

The biggest change was definitely the outside environment, which was completely swapped out for a more modular set of assets. There were some changes I wanted to make but didn't have time for mostly revolving around adding more detail and variation to the interior scene. I think adding decals to the floor, walls, and desks would have really helped lend to the chaotic element.

All things considered I'm happy with how this environment turned out and I certainly plan to keep working on it and possibly even turning it into a miniature playable experience. Thanks for reading and viewing my work!

Cyberpunk Challenge: Dystopian Office Env. 3

Making Of / 19 March 2020

Now that the base environment is more or less finalized, this week has been a lot of extras and atmosphere. The first think I did was modify the rooms walls to add a large window along one wall. Once that was done I created a simple set of buildings and neon signs to give it that classic cyberpunk style. I also added a red tinted light shining into the office to match with the opposing neon sign and yes, that monitor is on fire.

With the new outside environment came a whole new set of challenges and opportunities. I decided to make the outside very rainy and dreary both because I think it really lends to the theme and the atmosphere, but also because it lets me get away with not making the building outside quite as detailed. I used exponential height fog with a high enough draw distance that it wouldn't show up inside the office and a running water effect on the window glass to give the impression of rain with some background rain sounds for good measure.

Here's a better shot of the surrounding environment so far with the fog turned off:

Here it is with the fog turned on:

For the foreseeable near future I'm going to be focusing on adding decals and some set dressing to the office to make it seem less samey, as well as adding more to the buildings outside and the walls inside the office to make them not quite so empty.

Here's one last shot looking into the office that shows off the red light from the sign a lot better:


Cyberpunk Challenge: Dystopian Office Env. 2

Making Of / 09 March 2020

I began importing the cubicle and duplicating a whole bunch of them throughout the scene and start on some basic lighting as I worked on the object textures in substance painter.

  

After finishing the textures in substance painter I applied them to the objects in unreal. I worked on the lighting a bit more and started set dressing the scene in-engine to make it seem more chaotic, as if something went terribly wrong in this office, also to make the scene seem less uniform.

I feel good with where I am at with this environment so far. From this point it's going to be adding variety to the cubicles with miscellaneous objects and decals, adding more to the surrounding walls (doors, signs, etc.), and I would also like to add a large window along one wall. The window would help even out the kind of harsh lighting and could be a good way to push the cyberpunk element by looking out onto a sprawling city with a bunch of neon signs.

Cyberpunk Challenge: Dystopian Office Env. 1

Making Of / 09 March 2020

The initial idea I had for this project was an office building for one of the massive dystopian corporations found in cyberpunk worlds. I ended up modeling a basic cubicle based on the office scene from the matrix.

I figured basing the scene off a single cubicle repeated over and over to make an office space would be a realistic goal.

After finishing and UVing the majority of the cubicle I also created a sci-fi drone to add some dark-dystopian sci fi feel to an otherwise normal-ish looking 90s inspired office.

After modeling and UVing just about everything I moved on to bringing the objects into substance painter and texturing them. Along with this I started the process of blocking out my environment in Unreal. I used Unreal Engine 4.21 for this project.