UV/Texturing

Platform and Wall

The platform and wall were made into tileable textures. I followed a video on YouTube by Zerobio. With the tile generator, I could easily make the tiles I needed for my wall and floor.

I started off with the basic tile on the generator; I changed the pattern to bricks and played around with the toggles and settings. I imported the mannequin into unreal along with the mesh to help me size the tiles properly.

I curved the corners a bit and randomised the offset of the tiles slightly, as I didn’t want them to look too uniform. Following the video, I also added a blur slope and bevel filter to create a more rounded look for the tiles.

Following the video again, I added a height-to-normal filter on the black mask, converting height information to the normal map, which was exported and then replaced the existing normal map. The final step was to bake everything again except for the normal map. This was very important, as I wanted to add some smart masks for dirt and grime. With the mesh being a flat plane, I wasn’t able to do this properly, showing depth between the tiles and the grout without this step.

For the platform, I used the same method as before, adjusting the tile generator toggles according to the size of the tiles I wanted.

To create the tactile bumps I also followed the same method, only I changed the pattern from brick to bell to create the circular shape

I painted a simple design onto the tiles, beneath the dirt layers, to make the wall look more interesting. Using a pattern I found from one of my references. Changing the colours to blue and black.

I ended up making several more variations that I needed for the stairway and ticket hall.

Bars and Wires

These assets were very easy to UV and texture, as all these were simple objects without complicated geometry. The bars and wires were all textured together; since most of them would be sharing the same type of textures, I could easily duplicate them in the same substance scene.

I used the same method as I did with the big turnstiles for the bars. I wanted there to be edge wear and straches on the surface.

The pipes and wires were very straightforward, making a base layer then adding dirt on.

Overpass

UV was a bit tricky for the overpass; my maps didn’t really want to cooperate with me and were warping my shells so the texture would sit properly. I had to cut it up into smaller chunks to fix this but it did leave a seam in my textures, which I fixed by painting on the seams with passthrough layers.

I chose a concrete material as my base and changed the colour to match the rest of the environment better. Using grunge maps again I layered different types of dirt in different colours to show a bit of discolouration.

I did the same for the stairs, but I also added a few rust-leak masks in substance, which I felt worked with the stairs.

For the tunnel I layered several layers of different smart masks. Using the tile generator underneath, I also made some brick textures peeking out from behind. I used quite a lot of brownish reds and grey for the tunnel, with some dark spots on the top.

Below I show the different layers and material used to create this look.