I wanted to experiment with lighting an interior scene in Unreal Engine as most of my work before has been for exterior scenes. Hence, I built this environment piece.
The majority of the redness in the scene came from the lighting. I used both emissive materials and additional lights to create the desired illumination. Since the scene was predominantly made of metal, I faced the challenge of making it appear realistic. I experimented with different surface roughness and created multiple metal materials to ensure coherence. This project helped me better understand how Unreal Engine’s lighting system impacts various materials and objects in the environment.
Substance Designer:
Since the majority of the scene's surfaces are made of metal, I made this material in Designer that resembles a metal panel to help give my metal textures more variation.
Spline UE5 Blueprint:
To help me in creating and maintaining control over the placement and production of wires in the scene, I built a basic spline blueprint. I used Unreal to make a cylinder with some edge loops, then I attached it to my spline mesh in the blueprint. This made it simple for me to adjust the size and positioning of wires in the scene.
Glitch Effect Shader:
I added a glitch effect to the computer screens to slightly enhance the scene's realism. I made this shader in Unreal by simply adding a noise map to the texture's UV input and panning it in the desired direction. I used a sine node through time to get a value when the glitch effect occurs with pauses in between in order to activate this noise texture.