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A game-ready environment and visualisation project

These renders were made with Cycles in Blender, and retouched in Photoshop


This project was inspired by the architect and designer Le Corbusier, specifically his Chapel at Ronchamp. It is a large interior for a museum/art gallery.


The space is made up of assets that I have made (the seats/ planters, stair platforms, pillars, walls, bridge, stepping stones, paintings, lighting fixtures, the figures, and the general infrastructure), some Quixel Megascans (the plants and rocks, some of the textures) and the sculptures which are from the British Museum's collection on SketchFab.

I texture painted my own models in Substance Painter, using textures from Substance and Quixel. The larger objects have tiled textures mixed with surface imperfection maps to create the illusion of no tiling and generated ambient occlusion maps. 


The pattern on the stain glass window was generated using AI. It took me a number of iterations to get the desired look. I then took this as a base colour and using photoshop was able to generate opacity, ambient occlusion, roughness and normal maps.

These are some screenshots from when I tested the project in Unreal Engine 5.

The shape of the room was made with the subdivision surface modifier in Blender, I created a few LODs for this as I wanted a lower poly version to move it easily into a game engine such as Unreal Engine 5, whilst keeping a highly subdivided version for the high fidelity visualisation renders in Blender.

With Nanite enabled I was able to use the main infrastructural shape of the room at a good looking subdivision level for my test within UE5. 
All other assets have been optimised for a game engine.

Here are renders of some assets I made, with geometry:


1,152 Tris


2,841 Tris (Excluding Megascans)


676 Tris


18 Tris

Lighting Tests:


Texture Map Examples:


Interchangeable Painting Textures for square format canvases. There is also a rectangle format.


Texture maps developed from the AI generated Bauhaus-style stained glass window base colour. 
(Clockwise from top left: BaseColour, Normal, AO, Opacity).


Texture maps for a set of pillar pieces.


Base Colour/ UVs of some of my assets
(Clockwise from top left: Stair Platform, Planter,
Lights and Chain Piece, Footbridge)

I decided not to use the opacity map I made as I wanted coloured light to pour through the window, so I used this node setup instead:

StainGlass_node_setup copy.webp
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