Models for the Abandoned Building were created in 3DS Max and arranged in the approximate placement of where they would reside when imported to the Unreal Engine.
In this case, I put all assets of different design pass iterations to the side in order to go back to them if needed.
Assets
Models shown to the left are all the assets used in the environment. Created in 3DS Max and then rendered in the Unreal Engine 4.
Texturing
Texturing was achieved through the combined use of Substance Painter and Photoshop.
Props were textured using Substance painter while Photoshop was used to create tileable textures and decals for the walls, floors, and grunge maps.
In order to optimize on texture space, the rubble, planks of wood, cup, spray paint can, ceiling light, and cardboard box were all placed within the same unwrapped UV space.
To help break up the tileable textures, decals of the graffiti and grunge were created in Photoshop and placed within the scene.