Mansion of Mourning

Shot 1 Scene Color, Roughness, Detail Lighting and Value.

Shot 1 Scene Color, Roughness, Detail Lighting and Value.

Selection of tileables and base materials.

Selection of tileables and base materials.

Main trim used throughout the scene.

Main trim used throughout the scene.

Main Shader. Allows control for vertex blending and contrast, precomputed AO masking (baked lighting), multiple uv set masks and detail normals.

Main Shader. Allows control for vertex blending and contrast, precomputed AO masking (baked lighting), multiple uv set masks and detail normals.

Fabric shader, special thanks to Ben Cloward.

Fabric shader, special thanks to Ben Cloward.

Luggage in scene used single 2k texture set, (Higher resolution in this shot for presentation purposes).

Luggage in scene used single 2k texture set, (Higher resolution in this shot for presentation purposes).

Luggage Texture Set

Luggage Texture Set

Ornate side table and small props.  (Higher resolution in this shot for presentation purposes).

Ornate side table and small props. (Higher resolution in this shot for presentation purposes).

Some of the small props I wanted to highlight.  (Higher resolution in this shot for presentation purposes).

Some of the small props I wanted to highlight. (Higher resolution in this shot for presentation purposes).

A mixture of unique, tileable and trim textures across props.

A mixture of unique, tileable and trim textures across props.

A mixture of unique, tileable and trim textures across props.

A mixture of unique, tileable and trim textures across props.

Bathroom Props

Bathroom Props

Collection of frames used throughout.

Collection of frames used throughout.

All modular pieces and props.

All modular pieces and props.

Mansion of Mourning

A growing family moving into a new home when loss strikes, the last remaining resident reflects the state of the home, in stasis, neglected.
My final environment for Think Tank Online. The environment was completed under the mentorship of Sergei Panin. It was fantastic to take this project through a proper pipeline under his guidance and critique. I utilized modular assets, vertex painting, tileables, trimsheets, baked lighting and packed channels as much as possible.
Using UE4.26 I worked in a semi-modern fashion; reasonable polycount, low draw calls, pbr texturing at 10.24px/meter was adhered to.
Credits:
Mentor: https://www.artstation.com/leoluch
Additional critique: Sean Disero, Jude Godin and Arianna Mao
Concept Artist: https://www.artstation.com/andrej_rempel
All assets were modeled and textured by me with the exception of advanced glass pack from epic store and paintings are sourced from CC museum websites.
Thank you to my family for supporting me during the journey as well as my classmates and instructors along the way.