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.
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.
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

High 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!!!