Since I was mostly modeling in Maya ( a little bit in Blender with a script that uses Maya hotkeys and functions ), I did the preliminary design work in Maya and Vray...
Categorized all of the elements by room sections, and then for some elements - pack them as one utilizing UDIMS and one SBSAR that I compiled inside of substance Designer after a render out from Substance Painter.
I spent some time also in Blender and Maya designing certain sections .. sections like the Garage that have different cars lifted inside up and down.
This section was to showcase NFT’s for different cars, possibly owned by viewer or to be purchased by viewer.
My idea was to have it all synced up by each individual user's preferences and history.
For the section that is for the shopping area, I designed something that works nested within the environment showing the history of the company and the vision of Mclaren back in the 1960’s.
Some of the issues I had were getting the videos to sync inside of Unreal, but now some of those ( maybe all of them ) are fixed with 5.1. I was on a tight schedule to do the demo, but I really came out on top in the end, producing a large section of content. I do love unreal, as an artist to be able to create and adjust inside a world, it is far better than working in Maya or max or blender ( my DCC’s of choice ). I do also love the Substance tools, the whole family for that matter, they work seamlessly and are getting better each Quarter.