Victorian Corridor

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

Modular set used for the scene. All assets use a texel density of 1024 p/m.

Modular set used for the scene. All assets use a texel density of 1024 p/m.

My trims were blocked out in blender, then sculpted in Zbrush for added detail.

My trims were blocked out in blender, then sculpted in Zbrush for added detail.

For the carpets and curtains, I used cloth sim to create high-poly models to bake upon low-poly versions. In engine, I then combined the smaller baked normal map with my tiling fabric material and used material instances to create different versions.

For the carpets and curtains, I used cloth sim to create high-poly models to bake upon low-poly versions. In engine, I then combined the smaller baked normal map with my tiling fabric material and used material instances to create different versions.

The frames were made using a combination of trims and baked addons. The paintings themselves were taken from The Met´s open access library, or other royalty free sources. The base colors of the paintings was then combined with my tiling canvas material.

The frames were made using a combination of trims and baked addons. The paintings themselves were taken from The Met´s open access library, or other royalty free sources. The base colors of the paintings was then combined with my tiling canvas material.

The trims and baked addons used for the frames. The trims were blocked out in Blender and imported to Zbrush, where I added some detail and also made the addons. I then made low-polys in Blender before texturing in Painter.

The trims and baked addons used for the frames. The trims were blocked out in Blender and imported to Zbrush, where I added some detail and also made the addons. I then made low-polys in Blender before texturing in Painter.

Although most of my assets are made using tilables and modularity in mind. I wanted to try a more optimized alternative for uniquely textured props. I used a second UV set to create a optimized normal map which I then combined with the other textures.

Although most of my assets are made using tilables and modularity in mind. I wanted to try a more optimized alternative for uniquely textured props. I used a second UV set to create a optimized normal map which I then combined with the other textures.

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.