In Zbrush, the Array Mesh tool was used to create a pattern instance, in which Zbrush duplicates your mesh into different shapes or forms to your liking.
Timelapes of different props in the Substance Painter viewport.
Timelapes of sculpted props shown in Zbrush.
Here are some breakdown shots from my “Gryffindor Boys Dormitory” environment scene, showcasing the creation process behind the environment, assets, textures, lighting, and overall scene development. This breakdown highlights a variety of the assets created specifically for the project, along with close-up renders, wireframes, texture work, and lighting studies used throughout production.
The presentation also explores different stages of the workflow, including hard-surface modeling in Maya, sculpting in ZBrush, cloth creation in Marvelous Designer and CLO3D, vegetation creation in SpeedTree, and texturing in Substance 3D Painter and Substance 3D Designer. Additional breakdowns demonstrate UV organization, high-poly to low-poly workflows, material creation, and scene assembly within Unreal Engine 5.
Lighting played a major role in shaping the atmosphere of the environment, with a combination of Directional Lights and HDRI lighting used to create the warm and cinematic mood of the scene. This breakdown was created to provide a closer look into both the artistic and technical processes used to bring the environment to life.