Dantooine Enclave - Final WIP (UE5)

Council chambers, facing out

Council chambers, facing in

Training room

Still from of the council chambers from the original 2003 game

Still from of the council chambers from the original 2003 game

Still from of the training room from the original 2003 game

Still from of the training room from the original 2003 game

These are the tiling materials I created for the scene, made between Substance Designer & Sampler. The upper middle texture is a painted metal/dusty metal/rusted metal vertex painting shader.

These are the tiling materials I created for the scene, made between Substance Designer & Sampler. The upper middle texture is a painted metal/dusty metal/rusted metal vertex painting shader.

Scene kit asset spread. For the larger architecture pieces, I used a double-UV texturing method to add non-uniform details on top of my tiling textures.

Scene kit asset spread. For the larger architecture pieces, I used a double-UV texturing method to add non-uniform details on top of my tiling textures.

Specifically small prop asset spread. The chairs share a unique texture, and so do the rocks; everything else is textured using tiling textures, trims, and double UV masking workflow for unique efficient unique weathering across all of them.

Specifically small prop asset spread. The chairs share a unique texture, and so do the rocks; everything else is textured using tiling textures, trims, and double UV masking workflow for unique efficient unique weathering across all of them.

GIF comparison of trim sheet high-poly model vs. bake to plane (2048p trim). I'm leaving unused space on the bottom if I happen to add onto my trim sheet later as I further optimize my scene texturing.

GIF comparison of trim sheet high-poly model vs. bake to plane (2048p trim). I'm leaving unused space on the bottom if I happen to add onto my trim sheet later as I further optimize my scene texturing.

Plasteel Cylinder prop initial look in-scene. I used an interesting shape generating software called JDisplacement to create height & normal maps for the Star Wars greeble look these & other props have.

Plasteel Cylinder prop initial look in-scene. I used an interesting shape generating software called JDisplacement to create height & normal maps for the Star Wars greeble look these & other props have.

Original plasteel cylinder.

Original plasteel cylinder.

Maya playblast test opening animation. This container would be an interactable container in-game. The side lights would light up or change color incrementally based on fullness of the container.

Dantooine Enclave - Final WIP (UE5)

This is a 9/24 Final Work-In-Progress post for my most recent personal project- my attempt to recreate, in UE5, one of my favorite areas in BioWare's Star Wars: Knights of the Old Republic (2003). This area is the council chamber & training room located in the Jedi Enclave on the planet Dantooine. While only a fraction of a much larger complex, I decided to limit myself to the two rooms for the sake of the project's completion. However, to make up for this limitation, I plan to further the scene with new props not in the inspiration. Everything in the scene is intended to be self-created- 3D assets, materials, and shaders. The last section of the project for me to complete is the foliage- the trees are blockouts, and the ground grass is foliage-painted Megascan stand-ins.