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Abandoned Bathroom
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Abandoned Bathroom

John Dempsey
by harbourscape on 8 May 2020

Long-term project to create a horror-style game environment which is an abandoned bathroom.

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Update - 29 May 2020

Part 2 : Bath

This bath was modelled and retopologized in Maya with the feet sculpted in Mudbox. This time, I baked the normals in Marmoset (so much easier because I could simultaneously set different cage offset parameters for each mesh part.) Textured in Substance Painter/Designer and rendered in Marmoset. This is a bit more geometry than the sink at 5.5k triangles.

Reference

Renders


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Update - 8 May 2020

Research

I aim to create a complete environment that would belong within a horror game. My choice of environment is a bathroom in a dilapidated building that has long since been abandoned. For research, I built a pinboard that represented the feel I want to create.

Some examples of these images are below...

Part 1 : Sink

I learnt a huge amount whilst creating this vintage 1930s sink. I modelled the low-poly 3 times before I was completely happy with the balance of detail and optimization (3.5k tris total.)

Some steps I took to optimize the topology of this asset

1) Completely removed the plug hole and drain hole from the low poly model and created them in a normal map instead. This removed a lot of complex topology in the low poly sink body.

2) Separated the domes on the underside of the sink so that their topology did not flow across the sink body, again saving unnecessary polygons.

3) Focussed on retaining the curvature of the sink using the minimum number of polygon steps.

Modelling and UVs were done in Maya, baking and texturing in Substance Painter and Designer and rendering in Marmoset.

Reference below

Sink Renders


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