In this breakdown post of the environment I made for my final project at TRAZOS I explain how I tackled the different challenges that appeared in the process.
📚As you may have noticed, one of the most notable aspects of the Manor Library is that all the walls are covered by different types of bookshelves full of books. In order to optimize the workflow, a trim texture with two types of painted wood (black and gold) was created to texture 3 planks of wood. With these 3 planks textured, the bookshelves were modeled modularly by changing the scale, transformation and rotation of those 3 planks. Some details in the bookshelves required a marble texture that was added to the trim texture.
❓How do you fill a room full of bookshelves with books? For this challenge, I created 6 books with different designs, colors and sizes and one open book to texture them all as one UV pack in Substance Painter. After that, I used the array modifier in 3ds Max to randomly place the books next to each other in rows with slight variations in the rotation, scale and position of each.
🖌️Another 3 trim textures, also created in Substance Designer, were used to texture the majority of the environment. These tileable textures include: the wooden floor, the carpets and the different fabric patterns found in some furniture and other objects.
🛋️Some hero props such as the two sofas, the armchairs and the chairs required a high/low poly workflow to achieve the required quality of detail when baking and texturing in Substance Painter.
♻️More simple props and pieces of furniture that did not require a high poly model were textured using the already existing trim textures of the walls and floor. This way, the texturing process was more agile and all props found in the environment are visually cohesive.
🎨For those props that required new or special materials, they were modeled in high and low poly, packed into 3 groups and textured in Substance Painter.
ℹ️Check out my previous post to see more in detail the final renders of the environment and to get more context on why I decided to make this project.