Dandelion Observation Deck was created and rendered inside of Unreal Engine 4. It is based off of Sam Brown's, M-Deck.
Master materials were created in Substance Designer 4, and were then used with layered materials in UE4. Color IDs were used to map the materials to different parts of the props. To achieve the scuffs, a grey-packed tileable "scuff' texture was used and added to the master material. This allowed me to alter the intensity and repetition of the scuffs from object to object.
The UI was created using grey-packed textures with material nodes for animation. The planet in back was created by using two spheres, one with regular normals and the other with flipped normals and a negative fresnel node to achieve the atmospheric effect.
The lighting was accomplished using IES lights from a manufactures website. This allowed for more realistic lighting profiles.
Modeling: Maya, Zbrush
Texturing: Photoshop, Substance Designer, Knald
Rendering: Unreal Engine 4
If there are any other technical specifications that the images on my website do not address, please let me know.