SCI FI Corridor - UE4 Environment

Lit/Lighting/Detail-lighting

Edge Fracture Tutorial

Floor Texture

Graph

Graph

UE4 - ParallaxOcclusionMapping

UE4 - ParallaxOcclusionMapping

Door - Low Poly Baked

Door - Low Poly Baked

AC - Low Poly Baked

AC - Low Poly Baked

This is my first environment in Unreal Engine which I am happy to present as I learnt a lot during the course of two weeks working on this project. The scene is an abandoned corridor where pipes have been used to break the windows and there is a lot of leakage, hence the specularity on the walls and the floor. I used Houdini to make the shattered glass on the computer screen and the windows, which I baked on to a low poly to create the texture of a broken glass. I used Substance Designer to make the floor textures. While the rest of the scene was done in Zbrush and Maya. I made the high poly in Zbrush by using boolean which is amazing now in the new version of Zbrush and then Retopoed in Maya using Quad Draw. I will be adding more breakdowns soon, as I am still working on this scene to push it even further. 
Concept by Serge Samsonov