I was asked to participate in a brief, for a high profile AAA VR game, by my old University Tutor. The brief was to create suitable background assets for a space dock/bar environment. The models had to have LOD meshes, 4K PBR textures, and be UE4 ready.
Here's a render of the final two assets I worked on.
After collecting a large amount of reference imagery I began to model a selection of assets in 3DS Max.
I followed the high poly to low poly game asset workflow to create the maps needed for Quixel.
I baked the maps for a number of models, and created the materials in Quixel ready for UE4.
The cargo container is a combination of multiple meshes separated by material IDs.
The container needs another optimization pass and LOD meshes before it's complete.
The aesthetic of the container fits with the themes of the game and the requirements of the brief.
The locker is perfect for hanging up your flight suit after a day of dog-fighting.
One of the technical requirements of the brief was to create level of detail (LOD) meshes optimized for use in UE4.
The assets will be in a dimly lit hanger or bar area, here's a quick render to show the assets in similar lighting conditions.