Abandoned Space Station

Beauty Shot

Beauty Shot

Flatshaded Image (No Textures)

Flatshaded Image (No Textures)

This is my submission for the Abandoned Space Station Challenge 2021 hosted by cgboost.comin October of 2021. The idea was quite simple, create a single image of an abandoned space station and a flatshaded image along side it showcasing the models in the scene.

My idea with this project was to create a scene of a space station in the aftermath of an attack of some sort, but I wanted to show it from a vantage point inside the space station itself. My idea was that I was going to show it from the water containment station within the station, a valuable room in the space station. I had intended to have water particles floating throughout the scene because I really liked the idea of thinking about the bringing attention to the other components of space station we don't typically think about when we see a space station. I actually didn't learn about this contest until it was about halfway finished and between work and other events popping up in my life I didn't have enough time to implement the water particles in a way that would have looked very good, so I ended nixing that part of the project and I've got what is here now.

I wanted to see how long it would take to create a scene like this because I wasn't sure of how long it would actually take, so I actually recorded the amount of man hours put into this project. At the time of final rendering, I have 45 man hours in total clocked on this project.

To begin my process of creating this scene, I first had to come up with a concept for the project. I would have normally created some concept art for this part, but I felt I was a little low on time so I just jumped right into blender blocking out the scene with simple shapes using an idea I had in my head. Once I had the general layout of the scene I started giving more details to the objects in the scene piece by piece and giving them a UV layout once I had finished them.

Once I had created the models of the scene I went through created trajectory markers for fire from the space battle outside of the space station. These trajectory markers would designate where damage was sustained in the firefight, once I had these markers in the scene I used them as a roadmap of what to damage in the scene and how to show that damage through modeling.

Once I had my scene modeled, UVed, and semi-destroyed color coded each part and exported them all as FBX files to be brought into Substance Painter. In Substance Painter I created a grouping of materials and applied them based on their assigned colors from the color coding process in blender throughout the scene. After that I re-imported it all into blender and assigned each part their respective diffuse/roughness/metal/normal maps.

Once I had all of this completed I lit the scene, I didn't have a solid idea of how I wanted to light my scene going into this step, again no concept art to work from, so I played around it with what I had trying to make a story from the way I was lighting it all. I tried not to make a lot of lights on the walkway because I wanted the space station to appear like it was in a state of emergency and the emergency lighting had kicked in as the main source of lighting. I also threw some of that emergency lighting through the debris field because I wanted to use it to give the wreckage more depth, but also to use the light as a means of drawing the viewers eye around the scene, highlighting specific parts.

Once I was finished lighting my scene, I rendered it off and sent it off the Photoshop where I did a little bit of post production before sending in my submission to you guys.

All in all, I really enjoyed the experience, this was a fun project to take part in, it allowed me to flex my creative muscles while letting me test my skills as a 3D artist so I can better understand my own shortcomings and the level of my skills.

I hope you like it.