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Victorian Corridor

This piece was inspired by a RE:7 playthrough, and initially was only meant to be a simple corridor, it evolved and leaned heavier into RE universe as I played through other entries in the series.

The aim here was to get a high quality, focused and downscaled environment, with a good use of trims and some modularity. The piece was done over the period of several months, mostly due to the fact I'd work on it in-between things and re-work certain aspects as I learned new things at work and get inspired by different sources.

Some progress shots can be found on polycount where I tried to document stages of development: https://polycount.com/discussion/223130/wip-v1ct0rian#latest

Texturing was done with Substance Painter and Megascans, modeling in Blender, final presentation in Unreal Engine 4. The project is fully ray traced and dynamically lit.

I modelled and textured all the assets with some small exceptions:
- Herb plant (without pot) - Megascans texture and model
- Ivy cards - Megascans atlas
- Original Paintings by Zdzisław Beksiński
- Ornaments used to kit bash and bake the textures: https://cubebrush.co/marketplace?q=Ornamental%20Vol%2001&product_id=zhshrw

Some detail shots of the main door asset, it was a mix of trim and unique textures and decals

Some detail shots of the main door asset, it was a mix of trim and unique textures and decals

Detail of other uniquely textured assets

Detail of other uniquely textured assets

Progress of the scene from blockout to completion

Progress of the scene from blockout to completion

Trimsheet that was used to texture vast majority of wooden surfaces, it was then converted to a smart material to use on uniquely textured prope

Trimsheet that was used to texture vast majority of wooden surfaces, it was then converted to a smart material to use on uniquely textured prope