I lost access to my project files for a few months as I moved cities, but thankfully I got them back and was finally able to continue part 4 and complete the project! You can view the finished project here.
Set Dressing
Set dressing was easy for the most part, thanks to planning out the modular pieces within the grid. It's easy to add or remove sections if I later wanted to extend the length of the station or to add new pieces as long as they fit within that grid.
This is the top view from the final scene. Didn't really need to end up copy and pasting the lighting to the other side as it was not visible in the final screenshots.
Texturing
Honestly, texturing is nothing special. Most of the objects don't have any kind of custom wear and dirt. Most of the objects were textured with Substance Painter generators and masks, to try to finish them as quickly as possible.
While in a way it might be a bit of cheating, I was never planning to have close up screenshots, especially because the scene lacks something close to a hero asset. The closest thing would be the vending machine, which by the way, getting the drink labels was a pain in the ass. Had to create a few of them from scratch.
Materials and Lighting
Unliked the actual textures, I did spend a lot of time tweaking the materials trying to make them look right, with emphasis on the ceiling and walls as they were the ones repeated all over the scene. I also had to constantly tweak them as I moved my lighting setup around to try to have the best result possible and have them both work together properly. The only Megascan material this time around is the main floor texture.
These are all the materials are ended up using (plus the Megascan one which is in a different folder).
Decals
I added a decal texture sheet to add decals to the scene to ground it more, as well as a few Megascan dirt, leaks, and gum decals. I left a few extra spaces on the texture sheet in case I needed to add any future decals to the scene.
The scene without any dirt and sign decals looks pretty empty.
Postmortem
In my opinion, one of the most important but least talked about parts of a project is the postmortem, specifically to try and figure out what parts went well and which ones could've gone much better. This is why I will try to go a bit deep into these things and critique this project, which is easy since I'm very critical of my own work. Think of this as a "what I could've done better" if I were to start this project from zero again.
What went wrong:
- One of the things that I did not carefully consider at the start was to properly picture how... empty a clean subway station looks without any people on it. This led to many problems later on, as I felt the entire scene ended up looking too empty on certain parts and I was struggling to find ways to populate it a bit more (one of the reasons I added the vending machines near the end). Unfortunately, it is technically a subway station, which means I was constricted by the rules a subway station had, such as that I couldn't have any random objects in the middle of the corridors without them looking out of place. Halfway through I realized I maybe should've gone with a destroyed or abandoned version, to allow me more creative freedom to work with - even if it wasn't my original intention.
- Very closely tied to my previous point, I should've planned on which screenshots I was going to take from the very start in the blockout phase. While I did end up somewhat liking the end result of the final screenshots, the way the station was laid out made it very difficult to find interesting angles with good eye flow that worked well.
- Working with sign decals in Japanese was harder than I thought. I wasn't able to find many of them, so I had to create them from scratch, which ended up being more time consuming than I thought. Add that to the fact that I'm OCD about them being correctly written and it was a bit of a bigger headache than I planned.
- I spent more time than I should've to build some of the high polys, which did not end up being seen from up close. I have no idea why, as I always had initially planned not to take close up screenshots but was just not thinking about it.
- In hindsight, I should've done the whole main corridor much longer as I did feel it ended up feeling a bit short when I was taking the screenshots.
What went right:
- Spending that extra time planning at the beginning made it easy for me to build the whole scene with a more modular approach and quickly prop out entire sections.
- From the beginning, I wanted to try to keep that clean, elegant, and minimalistic look that I based my station on from the original. For the most part, I feel like I've succeeded!
- Working with movable lights, since it's a small scene, allowed me to quickly iterate on my lighting work without having to do a ton of builds.
- While not perfect, I'm content with how the materials and lighting turned out in general. I had not done lighting in a while and it felt good to flex those creative muscles again.
Afterthoughts
I have a few different projects I want to finish beforehand, but I eventually want to come back to this one and work on a destroyed version of it. I've got a few ideas in mind to make something Fallout-ish and I feel like this project will majorly benefit from an apocalyptic treatment, and I would be able to end up with something very interesting without having to start a completely new project at zero. Adding the train is also a possibility, but I'll eventually see how I can approach this at a later time.
Thanks for taking the time to read this post, please feel free to ask any questions or add any further critiques.


































