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Basement Flat WIP

This project started out as a technical exercise to make a virtual copy of my bedroom. But, due to changes in circumstance, it turned into a full digital double and a bit of a homage to the basement flat that had been lived in by me and other friends over the years, that I now had to leave. The reason the flat is empty in this project is because I was in the process of packing everything up and moving out when reference photos were taken.

I set a goal of making this fully ‘playable’ at 30fps minimum, which ultimately helped me make a few production decisions, but currently running on my 3060TI, I am happy to say this goal has been met. In addition to this, all renders are using lumen and are directly from the project view, no path tracing here.

This project took me the best part of 6 months, working on it part time and when I had a spare minute. I am quite pleased with the results, especially as I created and set up absolutely everything in the scene from scratch; The building, assets, textures, tileables, shaders, lighting, blueprints, cinematics etc. the lot.

I have learnt absolutely tons about; scene set up in ue5, Lumen, the power of master materials, efficient lighting, set dressing, texel density, appropriate workflows, the list goes on. There is still more to do and many things to add to this project, but for now this is as far as I have got and I am happy to show it to the masses.

Kitchen / Living Room

Kitchen / Living Room

Bathroom

Bathroom

Downstairs Bedroom

Downstairs Bedroom

Hallway

Hallway

Upstairs Bedroom - The room i started with before expanding into the rest of the flat, hence why it has some furniture.

Upstairs Bedroom - The room i started with before expanding into the rest of the flat, hence why it has some furniture.

Comparison between photo and UE5 render. Comparison images were taken on a cloudy day so thats why the lighting is different.

Comparison between photo and UE5 render. Comparison images were taken on a cloudy day so thats why the lighting is different.

Room meshes in 3ds Max, separated into modular chunks by room. Custom UCX collision made for each room.

Room meshes in 3ds Max, separated into modular chunks by room. Custom UCX collision made for each room.

Example of how multiple assets were organised together in texture sets to save shader calls.

Example of how multiple assets were organised together in texture sets to save shader calls.

Mesh example in 3ds Max

Mesh example in 3ds Max

Same example textured and in engine.

Same example textured and in engine.

UE5 behind the scenes

UE5 behind the scenes

High / Low poly breakdown I used for this project.

High / Low poly breakdown I used for this project.

Low poly modelling workflow.

Low poly modelling workflow.

Example assets used in this project.

Example assets used in this project.

Example tilable textures used throughout the project:
Wooden floor, tiled walls, tiled floor, carpet.

Example tilable textures used throughout the project:
Wooden floor, tiled walls, tiled floor, carpet.

All reference images organised into a single PureRef board.

All reference images organised into a single PureRef board.