Graybox Replacement and Early Lighting Passes
Progress has been steady over the last two weeks as I replaced most graybox placeholder geometry with finalized 3D models. Using Maya, I created detailed modular pieces for walls, doorways, and structural details, while sculpting smaller assets in ZBrush to add variation and visual storytelling. My tiling texture set is now applied to the majority of the scene, with smart UV layout to support seamless transitions between surfaces.
With assets in place, I shifted focus to lighting. I ran several test passes in Unreal Engine using raytraced lighting, evaluating bounce light quality and emissive behavior. I adjusted my materials accordingly, using roughness maps and emissive controls to emphasize different room moods. This process helped establish a strong visual hierarchy, supporting player navigation while staying consistent with the game’s dark, sci-fi-fantasy tone.
In parallel, I began planning the main visual effects for the game. I outlined the stages of a primary particle system: source, activation, transmission, and destination. These FX will be built in Niagara and tied to interactive elements later in development. Starting early on this let me sync the environment layout with visual scripting needs and set aside test areas in my level to prototype timing and style.