CG Sketchbook , notes and tutorials

Almighty window, realtime Architectural elements

This is a set of assets for realtime/VR for the project Almighty window by Rob Tuytel / Model Earth.

These were modelled, and sculpted, in Blender, textured in Substance (painter for most, Designer for the tileable sandstone blocks detail)  Rendered in Unity 5.


This was an interesting project for the level of detail of models, higher than usual because it’s for 1st person / VR, and in particular a game that will be mostly in confined interior spaces.

I’m a big fan of sculpting for architectural details, even when it’s just chipped edges and scratches, but it is time consuming and so procedural workflows is also something i will try to use more and more (i.e. the inner pillars at the sides of the door are sculpted, the outer ones have a tileable procedural texture, where even normal map is fully in substance)

I used spec-gloss pbr model becaus, while still trying to be pbr accurate, i like to have a bit of freedom vs. the metalness model forcing anything non-metallic to have same spec. level.I also made some simple custom shaders in shaderforge to be able to mix detail maps using : 1- a blend mode that doe not add saturation (mix or color dodge depending on cases) 2-adding spec-gloss texture for the detail too (to get nice and detailed spec on wood veneer)


In the images below : the 4 tall pillars are actually the same 2 : left has detail map of sandstone bricks, right has a simpler grainy concrete. The curtains were made by cloth sim in Blender, realtime model made simply by un-subdividing the detailed mesh 3-4 times (to under 1k tris each) + normal map.

In the last row : sculpt detail, hipoly full view (23 million polys between all sculpted pieces and still a workable scene) with material colors corresponding to Substance mat-id key map, and right picture shows lowpoly (material color correspond to texture sheets in unity) with uv view of one of the 4 sheets.




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