Oct, 2019 - Jan, 2020
ProtoTek is a science-fiction level designed in Unreal Engine 4 with the assets created in Blender with the materials created in-engine.
The first step was to create a blockout of the level to see if the flow is good. A few things have changed from the initial blockout compared to the final result, but you'll find out soon enough.
The next step was to focus on finishing one room from start to finish to get a base down of how the art should look and feel.
After the first room, I decided to tackle on the lobby, which is the biggest place. The rounded design from the mockup didn't really work out and I decided to go more square-like to give off a "hub" feeling.
With the lobby done for the most part, I moved to the entry / beginning hallway where the player would start their exploration.
I opted to switch from a dark skybox to a bright one to make the colors more vibrant and to make use of volumetric fog to impress the player.
After a very small break, I began working on the final parts of the level, the corridors connecting everything together and a final "district" in the level.
The final stretch on finishing up the business district, adding the "gameplay" (to make you go around the entire level) and a more advanced shader that would fit in the lobby.
The baked lighting in UE4 brought several issues, even when I was still working on the first room and the blockout. It caused very wrong shadows and I've tried everything related to my models to fix it, without much luck. I was able to get a decent result, but in the end went for dynamic lighting so it looked as good as it could be.
This was the first project I used Blender for, but it was worth the effort as it's much nicer and easier to use compared to AutoDesk 3DSMax.