Orbital Cabin
The main shot of the kitchen.

The main shot of the kitchen.

A shot of the living quarters, this view comprises the other half of the cabin's space.

A shot of the living quarters, this view comprises the other half of the cabin's space.

Detail Lighting view of the main Kitchen area.

Detail Lighting view of the main Kitchen area.

Detail lighting view of the living quarters.

Detail lighting view of the living quarters.

The room itself is built out of these 1 meter wide sections (aside from the door, which is about 3 meters).

The room itself is built out of these 1 meter wide sections (aside from the door, which is about 3 meters).

The TV wall and the bed alcove. These modules where significantly different from the rest of the scene to warrant their own, unique pieces within the set.

The TV wall and the bed alcove. These modules where significantly different from the rest of the scene to warrant their own, unique pieces within the set.

Breakdown of how the kitchen area was constructed.  By breaking it down into 3 separate pieces, I was able to make quick changes to one section of the entire room, without having to redo elements all over the  section.

Breakdown of how the kitchen area was constructed. By breaking it down into 3 separate pieces, I was able to make quick changes to one section of the entire room, without having to redo elements all over the section.

The smaller props and  elements throughout the scene.

The smaller props and elements throughout the scene.

Something I began experimenting with in this scene where normal Decals. They saves a lot of time when adding the grooves on the ground, as well as smaller details throughout the scene.

Something I began experimenting with in this scene where normal Decals. They saves a lot of time when adding the grooves on the ground, as well as smaller details throughout the scene.

Most of the scene was textured with a limited set of materials. Faux Wood, Epoxy flooring, a structural plastic and stainless steel. While other materials are used, these are the primary 4, that would then be hue shifted and edited in engine.

Most of the scene was textured with a limited set of materials. Faux Wood, Epoxy flooring, a structural plastic and stainless steel. While other materials are used, these are the primary 4, that would then be hue shifted and edited in engine.

The Master material set up I used to allow me to quickly edit materials for different looks and feels. It also sped up loading times, with Unreal only needing to reference 1 material and instances, rather than unique materials for everything.

The Master material set up I used to allow me to quickly edit materials for different looks and feels. It also sped up loading times, with Unreal only needing to reference 1 material and instances, rather than unique materials for everything.

My last scene in college is over a whole semester, broken into two stages. The first stage was the kitchen and the backroom of the scene. My focus on this project was to push my lighting skills, as well as continue to improve my texturing.

I wanted to create a full space that could be viewed from any angle.

This scene is based on Liam Tart's Sci-Fi Bunk Room here: https://www.artstation.com/artwork/kl9LA
I really liked the scene, and wanted to do my own take on it