PRODUCTION LOG 06

COMMAND CENTRE AREA ASSETS

This area features a variety of assets specific to a control room, including desks, chairs, large central table, and many monitors and surveillance screens. 

Control Room

I designed this room to have a round shape, being inspired by some Control Room environments I found on ArtStation (shown in the research post). The focus was on its structure and proportions, as I wanted to ensure that this space was realistic and immersive. 

I started modelling the room in Maya, based on initial blockout. I used cylinder shapes as a base for the walls and then added rectangular prisms for the pillars, using extrude and bevel to give them unique shapes. Large windows were added around the perimeter to provide a panoramic view  (which enhances the sense of command and surveillance).  Total polycount for this model is 20k. All mesh components will receive tileable materials.

Control Room - Initial Blockout (left) and Final Model (right)

Display Mounted

The bedside cabinet was modelled similar to the workbench model. Because I used the same workbench model in both, Hydroponics and Med Bay areas, I wanted a consistent look, the only difference being the base colour. The total polycount for this model is 1848. UV map was done in Maya, as no issues were encountered. 

Display Mounted - Model (Maya) and UVs (RizomUV)

Display Mounted - Substance Painter

Device

This prop was initially modelled to be used as part of the MUTAGEN game main menu. As it turned out to be a good looking model, after texturing, I thought it could be a used as a prop in the bunker environment as well. The total polycount is 35K (high-poly). It was modelled in Maya and textured in Substance Painter.

Device - Model and UVs (Maya)

Device - Substance Painter (two version - Left for Game Menu, Right for environment prop)

Device - Substance Painter

Control Panel

The control panel is a simple model made in Maya, for the Command Centre. Total polycount is 1K and this asset will receive a tileable texture in Unreal for the metal parts and screens. Additional buttons will also be added in Unreal, using emissive materials.