This is an environment I created during the portfolio course at The Game Assembly. For this piece, I wanted to focus on adapting an already existing concept into a real-time 3D scene. I used a combination of tileable materials and baked high-polys to create my modules and trims, applying a combination of mesh decals and vertex painting to add detail and variation. For the props, I worked mainly with a mid-poly workflow, with some baking exceptions to keep the scene optimized.
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Special thanks to Michael Tran, Zack Parkinson, my classmates and educators for their continuous feedback and support!
https://www.artstation.com/mila
https://www.artstation.com/zackparkinson
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Also a huge thanks to Andrej Rempel for allowing me to adapt their concept!
https://www.artstation.com/andrej_rempel
Vertex paint used for for the walls and wallpapers. I used a fully translucent layer to allow for full modularity in the wear.
Vertex paint setup for the floor.
Mesh decals used for modular wood wear.