Corridor Environment Summary

A summary of the corridor environment:
https://www.artstation.com/artwork/mDnNoE
A lot of the focus for this project was to get a stronger grasp on the production workflow for an environment level, primarily by understanding how Arkane approaches their environments in the Dishonored games. A lot of information was gathered through multiple 80 Lvl articles but the majority of what I found was discerned through going in and scrutinizing the actual games, collecting references, and combining outside information to understand how this part or that part there was done.

In the end, I came away with a lot of useful information I aim to use going forward and taking this approach to portfolio pieces feels like the way forward.

First experimentation with using multiple UV sets for one prop. Set 1 is texel density correct with a trim sheet, UV 2 is 0-1 and baked for dirt masks and AO.

First experimentation with using multiple UV sets for one prop. Set 1 is texel density correct with a trim sheet, UV 2 is 0-1 and baked for dirt masks and AO.

Props of a smaller scale are packed into one texture set to cut down on textures. Occlusion, Roughness and Metallic are packed into channels.

Props of a smaller scale are packed into one texture set to cut down on textures. Occlusion, Roughness and Metallic are packed into channels.

Frames are split meshes with duplicates. Glossy material used on the door was first made in Designer and exported as a tweakable SBSAR to then be used in Painter on the frame as a base.

Frames are split meshes with duplicates. Glossy material used on the door was first made in Designer and exported as a tweakable SBSAR to then be used in Painter on the frame as a base.

An experimentation in giving the overhead light the effect its on using the tweaked thickness map from Painter as a mask for the emissive in-engine.

An experimentation in giving the overhead light the effect its on using the tweaked thickness map from Painter as a mask for the emissive in-engine.