Mox Hideout

The initial view of the room from Spawn. Most of the area is directly based on the concept art, but i had to fill the upper area and the far left with my own details

The initial view of the room from Spawn. Most of the area is directly based on the concept art, but i had to fill the upper area and the far left with my own details

A little trailer I made when announcing the environment going live in VRChat

All volumetrics are just depth-based shaders, as doing anything more perf heavy will not fly in VR. The shafts on the left are shadowed by the fan meshes using a special shader with a rotating mask to make the movement match

All volumetrics are just depth-based shaders, as doing anything more perf heavy will not fly in VR. The shafts on the left are shadowed by the fan meshes using a special shader with a rotating mask to make the movement match

Some very satisfying bumps made in Substance Designer and using a parallax shader with some basic cubemap reflections

Some very satisfying bumps made in Substance Designer and using a parallax shader with some basic cubemap reflections

The text on the datapad is generated with a GPT-2 based AI and is pulled in random order every time the new instance is made. Currently there are about 10 articles

The text on the datapad is generated with a GPT-2 based AI and is pulled in random order every time the new instance is made. Currently there are about 10 articles