Thursday, December 4, 2025
Monday, December 1, 2025
A Phase
In-Engine
Asset Zoo
Some Tri Counts
Textures
Substance Designer
Checker Tiles
Wood Floorboards

The Texture that Got Away
Photoshop
Substance Painter
Reference
Perforce:
Final Thoughts:
There it is. The Penthouse. I'm sure if I had more time I could've made all the props even more awesome, but I am pretty happy with what I have now. Studying the Spider-verse style, I learned more about how careful the movie goes when it comes to the different surfaces. Metal and shinier hard surface objects don't use too many hard paint strokes and tend to airbrush and blur colors while low roughness objects like fabric and wood would (aha) tend to use the more comic-booky strokes, hard rectangles and rake linework. I tried incorporating that and updating the existing assets to follow that line of style and thinking and am happy with where that went.
In addition to updating the assets, I also may have been influenced by both Cyberpunk 2077 and Expedition 33 when it came to research into penthouses (as can be seen in the Reference board). Turns out a real obvious sign of wealth is just gold accents because why not? That, and I paid more attention to how I was organizing the floor and wall textures. That bit was tough since I do not possess an interior decorative bone in my entire body. I had to modify the UVs of the whole room and add a bit of relief to the downstairs to make the transition of the wall to the floor not super jarring.
I learned a lot on this project I can't deny that. This was my first time making an indoor environment and it really makes me appreciate the work that our level designers did for the project let alone having it as a job. Holy moly, to say the least.
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Final Project Post
Stylized Cannon High Poly Low Poly Final Res: 13.1k Textures The Yamato Low Poly High Poly Final Res: 37k Textures Final Res: 37.1k