(Above) Started working on modular techy/mechanical sections, I plan to make a couple more and isolate them to the second half of the room. I don't want TOO much of this detail consistency on the walls as that could move it away from its "clean sci-fi aesthetic" but they could act as a sort of mechanical service station for the room. 
Habitation Pod updates (Above)
Starting work on the greeble/fine details for the ceiling!  (Left/Above)
Ceiling modeling progress (Above)
Doorway modeling is pretty much done aside from a few smaller detail pieces that I might add after texturing. There are also some more modular pieces being shown off in the videos directly below.
Doorway updates plus some other modular assets (Above)
Lighting Experimentation in Maya/Arnold. + some visible modeling updates. These quick renders help me visualize final shots as well as help me see how my modeling looks (silhouette, reflections, surfacing etc.) before I send it to the engine. 
Updated the layout by adding a new wall section next to the large doorway(above), shrinking the room a little - which in turn led to me changing the layout of the floor. Still working out the details for the wall corners/connection points, as I have some plans to possibly connect them to the ceiling via some kind pillar/support beam set up. 
More shots of the environment in-engine.  
Updates to the floor. The floor is made up of a few separate panels , similarly to the walls so I could make different combinations until I was satisfied. This is the result!
This is a screen recording of the scene in Unreal Engine showcasing the beginning stages of the assembly process. A lot of the assets in the scene are un-textured and still need work.
Close up shots of some of the details in the scene
More angles of the scene within Maya
To Achieve additional variation I created, and am still creating several different pieces that can fit together into the upper slots of the walls, each is it's own piece for added modularity. 
At this point I sort of just went for it and assembled the pieces together in Maya so I could get a sense of what the detail frequency looked like with all the pieces connected. This image is a view of the assembly and modeling process, as well as a showcase of the topology!​​​​​​​
Door for the environment  (Above)
Panel Variations (Above)
After looking at a lot of reference, I began modeling the first wall panel. My plan at this point was to create a set of 3-4 modular wall sections that I could easily instance in Unreal Engine to create more complex looking variation. Star Citizen was one of the main sources of reference I used when modeling these wall sections. (Rendered in Arnold) ​​​​​​​
This is the initial environment that I blocked out in Maya. My main goal here was to get a sense of the layout and an initial idea of the shape language that I wanted to go for. It changed quite a bit but this stage was essential.
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