An interior game environment set in the 1800s, with a completely modular workflow. Inspired by the Victory 3D tutorial by Emiel Sleegers.
High-poly and Low-poly were built in 3Ds Max and ZBrush. Marvelous Designer was used for simulating the curtains, the carpets, and the cloth draped on the sofa. Baking was done in Marmoset Toolbag, which was also used to render the individual assets for a modular display. Substance Designer was used to procedurally create the plaster, wood (for the window frames as well as the floor), gold and fabric, while Painter was used to texture some of the assets, like the bed and the sofa.
Finally, the entire scene was assembled, lit, and rendered in Unreal.
I especially enjoyed creating the filigree for the walls. Generating atlases and trim sheets from extremely high poly meshes, using height maps to simulate depth and realism were all challenging, but well worth the attempt.
Cinematic Render