Going back to the roots of where I first began my journey in 3D modeling, Security Breach remains one of the games I admire most, despite its obvious flaws. It inspired me to create environments that I share with others for use in their respective projects.
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The main stage shown here is a fan project I decided to take on because it's a piece of the environment from the game that I find particularly fascinating. I've incorporated some of my own creative freedom into the design in ways I feel best complement the overall aesthetic of the stage.
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While the project was originally intended to be created primarily in Autodesk Maya, hardware limitations made render times very costly. As a result, I turned to Blender Cycles, which proved to be more efficient and user-friendly compared to Maya's Redshift render engine. Transferring all of the materials was a hassle, but in the end, it was worth it.