The medbay of the Nostromo is the second leg of my Nostromo project. This portion of work also contains the ladderway, which will be shown in another section.
In making this room, I wanted to reimagine the medbay in a more appealing way while still trying to hold true to the original film. The original film had too much uniformity it surface details and materials, so I worked in some additional paneling and grunge to try and break things up, even though most of the materials still remain quite similar.
This project used a lot of parallax occlusion mapping for panel lines and other decals to save on overall poly count and improve development times. A face-weighted normal workflow process was used for all hard surface meshes. Almost the entire room is built using Unreal Engine’s material layer blending system to keep draw calls down and texture sizes low.
All assets made from scratch, utilizing Maya, Substance Painter, Substance Designer, Zbrush, and Photoshop.
Breakdowns are soon to follow.