In this exercise of visual and game design, I modelled, textured a small location inspired by typical film-noir scenes.
Modelling: The room (along with the adjoining hallway and bathroom) was constructed using 9 building modules. The scene includes 71 unique low-poly props, and 2 SpeedTree plants.
Textures: The scene includes 5 2K prop atlases, 1 environment atlas (walls, floors, ceiling), as well as 20 unique decals. The textures were created in Substance Painter and Photoshop (with Substance Bitmap2Material) as PBR Metallic with Emission & Normal Maps. Normal maps were baked from high-poly models and/or detailed by hand in Substance Painter.
Pipeline: The level was whiteboxed in 3D Studio Max. I imported the models, created materials and prefabs, and placed props & decals in the layout. I designed the scene lighting (rendered Baked Global Illumination to bounce the light coming from the windows & interior light fixtures). I configured the post processing package (ACES Color Grading, Ambient Occlusion, Bloom, Volumetrics, Reflections). Finally, I used a distortion shader for the door glass.
3D Modelling, Texturing, Level Assembly, Lighting, Post-processing
3D Studio Max, Substance Painter, Adobe Photoshop, Unity