Luke Bailey
For this project, I spent most of my time surfacing objects, lighting the scene, and setting the Unreal Scene up in general. The timetable was certainly challenging, but I believe we have created a very believable environment.
Modeling
I helped jumpstart with modeling the first week so that we could move into surfacing sooner. I modeled the radiator, desk lamp, and the stamp variety with the holder. With the radiator, I utilized both Houdini and Maya to model. I used Houdini to duplicated the common shapes more easily and Maya for more custom shapes like the pipework and UVs. For the desk lamp, I had a close-up reference to use and created nice bevels. Lastly, I modeled a variety of stamp shapes in Maya and used Houdini to procedurally generate the complex stamp holder shape.
Radiator

Desk Lamp

Stamps and Holder

Substance Designer
Herringbone Wood Floor

The largest texture we have (4k) is the floor, so I spent a majority of my time creating the floor and complex pattern. I am very proud of what I ended up with and I learned a lot about Designer with this material. I also created a smart mask tool to allow randomization and eliminate repetition (covered later).
Orange Wood

I utilized some nodes from the herringbone graph to create a more universal wood material that is used on a lot of the other models. I changed some color parameters and normals from the other graph and added some defects.
Stone Wall

For some reason, this material proved to be the most difficult to implement into the scene. I had to return and make many corrections to this material but ultimately it turned out alright. I used this in Painter to customize where the cracks would be on the stone models since we only wanted the brick stones to be on the pillars and not trim/ceiling beams.
Rug Pattern

The rug pattern was a lot of fun! I created the shape in Photoshop, imported it into Designer and used a tile generator, combined with some blend nodes to create some fading of colors.
Wall Pattern

The wall pattern graph is very similar to the rug setup, except I am utilizing some normals to create a “felt” like material. I created the shape in Photoshop as well.
UE4 Randomization Graphs


This was another difficult obstacle in the project. I knew my floor material would be the focus, and that the square shapes would quickly appear to be repeating so I created a node graph that utilizes atlases and randomizes them then applies different variations of the floor maps to each atlas.
Substance Painter
Carpet

A well-done job in Designer made for a quick job in Painter for the rug. I only needed to draw in the black border.
Bookshelves/Drawers
This is where the orange wood material came in to be very helpful. Every single model in this section utilized the orange wood material along with some custom painting in Painter. I used hand brushing to create dirty smudges and scratches.






Stone Models
For the ceiling, I used the stone material with no cracks, along with hand painting the design using a brush with height and normal information. I also painted in the smudge and dirtiness of the borders. For the Pillars, I used the same material but included the cracks and defects in the normals/hieght.


Stamps and Holder
This group of models and surfacing was very quick to complete in painter. My favorite object in the scene has to be the ink blotter object I made (the round-bottomed with gold trimming). This object is very pleasing to look at in the scene because of the nice gold shine and wood detailing. I tried to keep the stamps simple considering they were smaller and a lower priority in the scene.


Desk Lamp




Doors
Vent


Desk

This is another one of my favorite models I got to texture. I enjoyed painting in the wear and tear in the center of the desk and adding the smudges to the lower regions of the wood.
Lighting

I am also responsible for doing the lighting in our scene. I have never used Unreal Engine before, but I am pretty satisfied with the results I was able to come up with. The main problem I wish I could have solved was the windowpane material having a diffuse map and being semi-transparent. I added a post-process bloom and slight color grading to enhance the warm tones found in the reference images.