I converted the project from Unreal Engine into Unity.
Creating a Narrative for my Scene
Creation of Asset List from Narrative
Gathering Visual Referance for Scene
The Blockout
From the initial narrative I created, I made it clear where all the different objects were going to be placed within the scene. From this I developed a simple blockout of the different objects in the room. Then I took each of those objects one by one and made them into higher quality assets. 
Trimsheet and Tiling Texture Creation
Exporting Out a single albedo image to use as a mask for the wallpaper which is now tilable thanks to the stacked uvs and mirrored texturing in Substance Painter.
Floor & Roof Atlas Creation 
I gradually replaced the blockout with the modular walls in blender, which would mean everything was in place when importing into Unreal/Unity. I had an initial tiling texture which I later replaced with the green version and the different tiling method as the first version was not tiling properly. 
Floor and Roof Atlas
Made high polys for the floor atlas and roof and made a high poly for the wall trimsheet which was orgianlly going to be one just flat planes, which i changed for modelled protrusions. I did keep the wooded parts of that texture through to use for the wooden parts of the walls which were now modelled. 
both were baked onto planes for the textures. 
Ground Atlas Substance
UVS for Atlas and Trimsheet Textures
Reflecting on this part of the process I should have combined to the wallpaper and wooden trimsheet textures together better, to reduced the amount of textures I would be using. 
Inside Unity
Individual Props Development
For developing the individual props, I took their blockout counterparts and use those peices as basemeshes and also used them as scale referances. The Prop at the opposite side of the room; chest, table, tall candles and bowl are with my Art Test Curio Post on my Portfolio. 
Lights
Wall Candle
Referance
High and Low poly models
UVS
Substance Texturing
Unity
Chandeller
There are many things which could have been done better with this model. For instance this particular model has three materials on it, they could all be atlased together allowing for one map. 
The modelling could have been done better on the arms of this model. I found the arms in general to be a tricky thing to model anyway, so I made some partice tests for the arms before hand. In general the low poly could have been made lower/or LODs would need to be made to make it more performant.
The Texture work itself could have been improved, the ao layer added to the base colour, could have been lightend or blured a bit and that would not have made it look as bad. 
Visual Referance
At the start of the modelling process, I was having a hard time figuring out how to model the sirls of the ornamental Chandeller. 
High and Low Poly
Blockout
Blockout
High Poly
High Poly
Low Poly
Low Poly
UVs
Substance Painter
Inside Unity
Table Candles
Low Poly
Substance Painter
Door & Curtains
Door
high & Low
UVs
Substance Painter
Inside Unity
Curtains
High & Low
Substance Painter
Unity
Desk & Books
Desk Referance
High & Low Poly
Books
Substance Painter
Unity
Painting
Referance Image
High and Low
More to Come Soon!!!
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