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UE5 Star Trek USS Enterprise Kelvin Redesign

Some project I had been working on the past year. Wanted the final Enterprise look from the Kelvin timeline to be a bit more organic in contrast to the original.

If you want to view the images in 4k: https://drive.google.com/drive/folders/1TaQi9_CmiRKlcbv3xqpTxfE4sU95xOeS?usp=sharing

Experimenting with some secondary color.

Experimenting with some secondary color.

Inverted light schema.

Inverted light schema.

WIP. Started with a cube and a disc, adding detail with NURBs / SubD Modeling. Used Booleans and mesh decals for the last detail passed.

WIP. Started with a cube and a disc, adding detail with NURBs / SubD Modeling. Used Booleans and mesh decals for the last detail passed.

Unreal in Editor showcase of dynamic materials & Blueprint light editor.

Unreal Skybox with procedural stars and a, in Substance Designer generated, nebula texture.

Unreal Skybox with procedural stars and a, in Substance Designer generated, nebula texture.

Created single tile with some cylinders. Used various bend and array modifiers to create more complex shapes (including the abandoned space station). Then using Blender's rock generator, I cut out some pieces and slapped a single texture/material on it

Created single tile with some cylinders. Used various bend and array modifiers to create more complex shapes (including the abandoned space station). Then using Blender's rock generator, I cut out some pieces and slapped a single texture/material on it

Albedo, Normal and a packed AO, Metallic, Roughness & Height texture for the debris. Generated in Substance Designer

Albedo, Normal and a packed AO, Metallic, Roughness & Height texture for the debris. Generated in Substance Designer

Both for windows and smaller details I utilized Mesh Decals with a Parallax Occlusion UV Shader.

Both for windows and smaller details I utilized Mesh Decals with a Parallax Occlusion UV Shader.