This week I've finished modelling and texturing the pipe modular kit for the scene. I baked out the rounded edge normals from Blender 2.79 and used them as a base in Substance Designer. I added edge wear and notching as well as ambient occlusion based rust and a soviet blue colour scheme. Here is the finished piping in UE4:
Edge wear and rust on the piping:
Here is the piping constructed in the scene:
Overall I'm pretty pleased with how they turned out, especially with the baking (which I used Blender for), as it was very efficient and was really fun to do.
I have also begun texturing the HUD unit for the pilot as well as creating a dynamic holographic material to display information on (I will link a post to this later explaining how I achieved the effect). The rounded edge normals were baked in Blender 2.79 and the material was created in Substance Designer. Here is the material so far:
Here is the hologram material in UE4:
I have also created a ducting material for use around the cockpit to create interesting compositions, here it is in Substance Designer:
This material could be applied to cable actors in UE4 to create dynamic ducting that can interact with the gravity.
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