ABOUT
This is my recent project, which I have been working on for the past few months, and which initially I started during my CGMA course for modular environments. In this project I have created a modular interior of an abandoned hotel reception. The vast majority of the assets you see were created by me.
They were modeled and uv unwrapped in maya, baked in marmoset and then textured in Substance Painter. I also used some third-party assets like suitcases and the jacket made by Dekogon from the Epic Marketplace, as well as some decals taken from Quixel Megascans. The actual paintings were also, of course, outsourced.
The reception's design is a mashup of Simplistic and English style. It has decorative, flowery accents and velvet seating.
Curtains were made in Marvelous Designer, and rugs in maya, using vertex manipulation and fake folds in Substance Painter.
Some assets, like armchairs and sofas were sculpted in Zbrush following the nanite workflow. RizomUV came in handy here for unwrapping as they were more dense in geometry. Tiling materials for the floor, ceiling and walls were made in Substance Designer. The flower pattern for the wallpaper is an altered in photoshop bitmap I took from the internet and created alpha out of it that tiles.
I have created few master materials to easily manipulate various attributes of the assets, including dust shader that has a directional mask for the dust to always stay on top.
The level uses CPU baked lighting, as I didn't have much experience with baked lighting before and wanted to practice.
This project was a huge learning experience and I have learned more in it than ever before. I'm glad I can finally show my results



















