A downloadable Ambient for Windows

A look to the past luxury bars, with it's unique style and ambience

I made this project from scratch all the way into the implementation in Unity

References

As any project, I started gathering references and identifying the key elements i wanted to convey in it, my tool of choice for this is PureRef


Modelling

The models were made in Autodesk Maya

In this process I had considered the scale of the real life objects as well as the models I wanted to be modular (the sofa and the counter)

Another technique used was the bake of HighPoly details onto Low Poly topology for optimization


LowPoly - 1182 Tris


HighPoly - 7654 Tris

Baked Textures

Integrated in Unity

UV´s

My UV maps were created in a sensible way, taking care of the colocation of cuts and using of space


Some objects shared the same space so I could later improve performance by using a single material for them

Also some objects that had a repetition of elements had UV overlapping wich in this case was beneficial


Texturing

Most of the texturing of the Bar happened in Adobe Substance Painter


Some textures like the floor and the ceiling i wanted to create worked really well as tileable textures, i used Substance Designer for this purpose as the procedural environment allows to work very efficiently

Floor Reference


Floor Graph

This was a pretty tricky material to generate, as the placement of the wooden boards was zig-zaggy i had to use transform nodes and be very precise with them so the end result would be as seamless as it could

Floor Result

I followed the PBR Metallic Roughness workflow for my textures and i used a custom export to package some of the single chanel ones so i could optimize the integration to the engine


Implementation

I created a custom shader for my materials wich allowed me to use the ORM texture as well as controlling other factors i needed like normal and emmision intensity, the tiling of the texture and many other things


For optimized performance, the lights in the scene were baked into lightmaps, so all of the lighting is baked, not realtime

Here´s an evolution of the project through all it´s phases


Download

Download
TFOB.zip 284 MB

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