This is a realistic diner scene that was a interior started in Unreal Engine 4 and ported to Unreal Engine 5. This was made as in house demo scene for running on an LED Volume. This environment build was a team effort with lot of different contributions all over the place. I was responsible for asset builds of all of the booths, bar chairs, metal chairs, tables, bar counters, refrigerators, and ceiling assets. I did some set dressing passes on the walls, point of sale, and bar areas. The focus was to really sell the story telling of the scene with this being a big local diner. So it had to feel like those places.
The modeling was handled in maya. I ran through the leather assets through zbrush, and did all of the surfacing in substance. I used a modular trim sheet work flow for the bar counter assets to allow for adjustments of the layout and more efficient use of resources for optimization on the stage.
I was also responsible for pushing general hardsurface materials as far as possible in the scene.
Credits: Real-time Art Department Supervisor: Bryan Brown, Art Lead: Gennady Babichenko, Environment Artist: Chris Kiser
Software: Unreal Engine 5 and 4, Maya, Zbrush, Substance Painter, Substance Designer