This is a interpretation of a Japanese Emperor’s dining hall. I found balancing the realistic setting with fantastical exaggeration to be pretty challenging. I used a lot of reference from Overwatch and futuristic anime for the texturing style.
Everything in the scene was produced by myself, from block-out phase to lighting. The final product is rendered real time in Unreal Engine 4. All assets were modeled in Maya and ZBrush, and textured using Substance Designer and Substance Painter. I also experimented with using 3D coat and Mari as part of my texturing process in this project.
Exploring the level progression and color script
I started with a simple concept to figure out the basic space.