ALEXIS RAMOS Back to Gallery
04

OASIS-7 — Vesper Lin

Environments
OASIS-7: Vesper Lin — Real-Time Modular Sci-Fi Environment
Interior atrium of the sci-fi station, tall white panelled walls with cyan strip lights and a window onto the sand outside.
A sci-fi station built for virtual reality and optimised for mobile hardware. The whole environment comes out of one modular kit, so rooms, corridors and junctions are assembled from the same reusable pieces. Surfaces run on trimsheet textures, modelled and unwrapped in Maya, textured in Substance Painter and rendered in real time in Unreal Engine.
Overhead view of a corridor junction, perforated metal floor panels and panelled walls seen from above.
Corridor crossing with a long lit passage to the right and a figure standing at the far end.
Symmetrical view down a long corridor, cyan strip lights receding toward a bright doorway with a figure in it.
Raised view along a corridor lined with windows looking out onto rocks and sand, a figure walking beside them.
Wide interior bay with a figure silhouetted against the daylight in the far doorway.
Deep symmetrical perspective through successive doorways, with a figure silhouetted at the end of the run.
Sci-fi asset set Still · click to load
Never autoloads · initialises on click
The modular kit laid out in grey: columns, wall panels, floor sections, a lit console and a large doorway frame, with a human figure for scale.
These are the modular assets the entire environment is built from. Laid out beside a human figure so the scale reads: every corridor, junction and bay in the renders above is these same pieces, repositioned.
The same modular kit with the wireframe overlaid.
The modular kit seen in three-quarter perspective, showing the depth of each piece.
The three-quarter view of the kit with the wireframe overlaid.
Open perspective of the full kit with the doorway frame and floor sections spread out, figure for scale.
Trimsheet texture set: base colour, normal map, and a packed map with occlusion, roughness and metalness.
Everything is textured from trimsheets rather than per-object UVs: one strip of detail — panel lines, vents, grilles, hazard markings — reused across every surface in the level. That is what lets a scene this size run on a mobile headset without losing crispness up close. Built and exported from Substance Painter.

More by Alexis Ramos

All work →