PRODUCTION LOG 02

HYDROPONICS AREA ASSETS

For the hydroponics area I have created a variety of assets specific to the location. However, some meshes will be used in multiple instances (due to the nature of the place) to ensure consistency and efficient use of resources. To avoid the noticeable duplications, I will apply variations in materials and textures to each instance. I believe this approach helps create a more dynamic realistic environment, where repeated elements feel unique.

Shelving Units 

For this area I created 2 types of shelving units. The medium size ones are to be placed all around the room, near walls, and they are used either for growing plants or for storing items. The large size units are to be placed in the middle, used for growing plants only. These models will receive tileable materials in Unreal Engine.

Total polycount is 6500 for the medium unit and 5900 for the large unit.

Medium Shelving Unit - Model and UVs (Maya)

Large Shelving Unit - Model and UVs (Maya)

Workbench

The workbench model features:


It was modelled in Maya and the focus was on having a clean and efficient topology, as the model is going to be used in multiple instances as well.

Total polycount: 3052 (version 1) and 1258 (version 2).

Workbench (version 1) - Model and UVs (Maya)

Workbench (version 2) - Model and UVs (Maya)

I used Substance Painter to texture this model, starting with a base material, then added detail layers including dirt, scratches, and wear to give it a more realistic, used look. I used a green base colour so that it matches well with the overall theme and colour palette I was aiming for the hydroponics area. Texture sets were exported using the Unreal Engine 4 (Packed) output template, with maps of 2048x2048 resolution.

Workbench (both versions) - Substance Painter

Tools Chest

For this model I used reference images of real-world tool chest. It was modelled in Maya and the total polycount is 9K. Then, I used Substance Painter for texturing following the same steps I did for the workbench. Texture sets were exported using the Unreal Engine 4 (Packed) output template, with maps of 2048x2048 resolution.

Tools Chest - Model and UVs (Maya)

Tools Chest - Substance Painter

Lockers

The locker unit was modelled in Maya and it features elements of a standard locker such as compartments, ventilation slots, handles, and hinges. The total polycount is 5856. For this model I also created two more versions of it, with open doors, to have variations when used in multiple instances. 

Locker - Model and UVs (Maya)

Locker variants - Substance Painter

Trolley

The trolley was modelled in Maya and it features metal frames and shelves, a handlebar and castor wheels. It was designed to look like a piece of equipment used for transporting tools or supplies. The total polycount for this model is 11k. 

Even though I was planning to give this model a tileable material, I decided to create a unique material too, as I will be using the model in the Med Bay area as well.

Trolley - Model (Maya) and UVs (RizomUV)

Trolley - Substance Painter

Watering System

The watering system needed to be functional and well fitting with the overall aesthetic of the hydroponic area. It was inspired by real-world hydroponic system, with small changes in design. The model includes water reservoir, pipes, nozzles, and a control panel. This model was created with the large shelving unit as a reference in Maya, so that it can be well integrated with it. The total polycount for this model is 5k. 

Watering System - Model (Maya) and UVs (RizomUV)

I used Substance Painter for texturing this model. I used a default smart material as a base and then added different layers of dust, stains, and other small details such as a warning sign and small sticker with instructions.

Watering System - Substance Painter

Whiteboard

I wanted to include a whiteboard in the hydroponics area to serve as a tool for the workers to write / stick important notes, schedules, or recipes related to the plant growth and maintenance systems. This model features a large whiteboard, a metal stand, and  marker holder.

Modelled in Maya, it has a total polycount of 1100.

Whiteboard - Model (Maya) and UVs (RizomUV)

I used Substance Painter for texturing where I created two texture sets. One for the board surface, with slight gloss to simulate the look of a dry-erase board, and the other one for the metal frame and stand.

Whiteboard - Substance Painter