This first image is the scene in UDK unlit:
This next image is the scene in UDK lit:
The finalized scene is with fog and post process
effects including bloom and depth of field:
This image shows each model used in the scene, the texture maps used and the poly/vert count of each object. All texture maps are at 2048 x 2048 resolution:
These images show just a few of the high poly models I did in Mudbox 2012 for the creepy hallway scene in UDK:
This is the high poly floor model. I sculpted the model to
reflect aging metal as it bends and warps
under stress, heat and age
.The same techniques I used for the floor model
were applied to the wall model as well.
were applied to the wall model as well.
I wanted to make the wall look more weathered/ruined
due to damage and fighting
that occurred in the hallway.
due to damage and fighting
that occurred in the hallway.
This image is what I used for the initial concept:






