3D Environment
Artist
Preparation
Before any modeling, texturing, or opening Unreal, every project I work on begins with research and a plan of attack. In this case I had to really dig deep for correct dimensions and texture references for the key asset - the dryer.
At this point I definitely know more about the Huebsch Originator Twin 30 model of commercial clothes dryer than the average person should, but it's all part of the process to making a compelling environment.
Detailed Lighting
With this piece I knew I wanted to take the feeling of the original concept and push the atmosphere into a colder direction and to be a bit more dynamic.
This was achieved with a handful of rectangular lights and a spotlight.
Texture Maps
Using a trim sheet, I was able to efficiently texture most assets in this environment with one texture pack. By creating a color map ID in Maya, this process was made even easier with simple selecting and easy editing by importing it as a resource in Substance Painter.
Learning this technique as I went, it took a bit to wrap my mind around not overcomplicating this process, but in the end pulled off an effective result I am happy with.
Dryer Wireframe
Optimization is always in mind when creating assets. The total polycount for each dryer sits at a nice 1200 quads/2370 tris.
Kit
Every model and texture for this piece was made by me. Balancing where to use repetition and where to use individual assets, and how, was fun to accomplish.
Various programs were used for this workflow - Maya, Zbrush, Marvelous Designer, Substance Designer, Substance Painter, Marmoset Toolbag, and of course Unreal Engine 5.2.
**decals and paper towels asset from Megascans
Original Concept
"Laundromat"
by Marcus Shultz