Hi everyone, this is a surfacing breakdown for the Hadley's Hope hallway I created a while back.
The project really challenged me to dive deeper into the technical side of surfacing and helped me sharpen skills outside of my immediate discipline.
I spent a lot of time experimenting with ways to streamline asset creation, maximize texture reuse, and achieve global control over the art direction of a scene using shader parameters.
Almost everything here was created from scratch including geo, textures, shaders, and more.
In the end I learned a ton, discovered powerful new techniques, and built a suite of surfacing tools that I've already begun using in my new personal projects.
HUGE thanks to Stefan Groenewoud, Ben Close, and Kim Kirchstein for taking the time to provide honest and direct feedback throughout the process.