Moscow Metro

Main Shot

Main Shot

Detailed Lighting

Detailed Lighting

Progress Shot

Fly Back

Props Small

Props Small

Props Medium

Props Medium

Marble Textures

Marble Textures

Wide Shot 1

Wide Shot 1

Wide Shot 2

Wide Shot 2

Wide Shot 3

Wide Shot 3

Wide Shot 4

Wide Shot 4

Wide Shot 5

Wide Shot 5

The storm has stopped, and the firefight has ended. Now, the cleanup must begin.
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Heya, long time no see, this time after my longest hiatus. This project started off as an idea about a month after my graduation. I wanted to get a new interior piece with a larger space than my previous environment. I wanted to try to incorporate more Fab and old Quixel assets to see if I can match the texture and model quality of Megascans. In many areas, I believe I succeeded in this way; in others, I feel that there is more to be desired. A new technique for high-quality renders, which I decided to use, was the movie render queue plug-in. With this plugin, I was able to increase the quality of the render without increasing the size of the file. The render queue might have taken longer than my previous method, but it does help when an environment gets a bit more intensive from moving parts like VFX and rain. The most fun I had with this project was testing all of the lighting and cross-comparisons of the original area in the actual Call of Duty: Cold War game. It was very interesting working with a shooter-focused map and trying to still keep it to that original idea while also properly applying my set dressing skills to not interrupt player mapping. The biggest issue truly appears in trying to make a properly lived-in space without making it look super grungy, since the real Moscow metros and Soviet area metros with the marble and brass were kept nearly spotless. I countered this by using the ideas of chaos and smoke to add more of a proper grunge effect in some spots, while keeping others properly clean. All in all, this project was fun. I'm happy with how this piece turned out in the end, with all the roadblocks in the way of post-grad life.

I'm excited to work on the next piece and see what this world has for me. I will see you all in the future, and this time, all done in Blender.

This entire environment was made in Unreal 5.5 with Lumen lighting tools. I used Fab previously, Quixel decals for grunge decals on walls and some assets. as well as a few mega scan assets and textures.

The Atlas model was made by SpatialNeglect on Fab ( https://www.fab.com/listings/2198e435-9526-485a-a521-4b7e619c5b51 )

The Lenin model was made by Abandoned World on Fab (https://www.fab.com/listings/f8c93dcb-22f5-4de7-a05b-cb42d715d413 )
artstation link to them as well, they are really cool ( https://www.artstation.com/s_grez )

Rain effects and material are from Easy Rain by William Faucher on Fab (https://www.fab.com/listings/274c81ae-3554-4801-8ec0-04f93212da06)


The concept art I used for reference was by Sam J chon; their amazing work and other concepts helped to create the space and world I have made in 3D (https://www.artstation.com/andrej_rempel). Go check them out!