While working on my Lunar Base project, the Early Access build of Unreal Engine 5 was released. Eager to get my hands on the new tech, I temporarily backburnered my other project so I could jump into UE5. I tend to be overly ambitious with my projects which can make them take a long time to finish. Not wanting to backburner my other project any longer than necessary, I wanted to pick a project that I could finish fairly quickly. With that in mind, I thought it may be fun to take a project I created using UDK and completely remake it from scratch using this new tech. It was a fairly simple hallway, which I knew was something I could finish in a short timeframe, and that I could also spruce it up a bit and add a lot more detail than I had put into the original project.
With that, I only had three main goals in mind. Get hands on and implement Lumens for lighting, take advantage of and get acquainted with Nanite to push some high-fidelity mesh and detail assets, and that all textures would be authored inside of Substance Designer, so no photosourced or megascanned textures or objects. The only textures that exist in this scene that weren't created in Substance Designer are the few paintings that have pictures of some previous projects I worked on.
All in all, I think it turned out fairly well! As with any project, there is always room for improvement (especially the "oranges" [thanks Nathaniel Wisdom]) but the majority of my gripes are the small, nit-picky stuff. I think it would be fun to revisit this a little bit down the line and do a full, heavily destructed/post apocalyptic version of this one.
As always, critiques and suggestions are welcomed and encouraged!
Check out the original project from Unreal Engine 3 here! - https://www.artstation.com/artwork/0NEnw
Hotel Hallway Flythrough1
Hotel Hallway Flythrough2