marco pedrana's profile

3D Alley scene, video and assets

Quick assembly of an alley scene with assets I previously created for a VR demo for client.

Everything is modeled and textured from scratch in Blender, except for the car, the parking meter and street barrier which are from Blender's Traffiq addon, and the grass, from Scatter and Botaniq.

The video is rendered in Blender 3.a's CyclesX in 4 hrs and post-produced in Wondershare Filmora.

Below, the assets I've created, buildings and props.
The scene was created for a playable VR demo, running on Babylon on Oculus Quest 2.

From tests on the VR set, we determined to be safe inside 350K triangles, 30 materials and a 16K overall texture space (per channel).
In the end, for my assets and the ones created by the second artist (inventory, not pictured here) I managed, during the polish phase, to bring the total to ~338K triangles, 25 materials, and 4/5 of the 16K texture space used.

[NOTE: here the link to the demo, when permission is granted by the client.]

In any case, to save space early on, and still retain a good level of quality, I started to model the brick buildings with modular parts, with their UV unwrapped on tileable textures of 2K, for the bricks surfaces, and of 4K for the road, in Adobe Substance Painter.

Later on, when with the coders we confirmed that we had abundant texture space still, I switched to fully procedural materials in Blender, baked into atlases at the end of the pipeline.

I added a few photogrammetry props that I captured when on photo scouting on my mobile, (a dilapidated chair and the trash bags), plus a few items extruded from photos taken in the same sessions: the electric boxes and the air conditioners.

The graffiti on the walls have been created in the same way, using as decals pictures I've taken, cleaned up in Photoshop, while the crumpled paper on the floor and the note on the door I just sketched there.

The buildings interiors I've created by tweaking Ian Hubert's free interior mapping shader box, and  using my own old vacation photographs collaged together as source.  
The result is a bit more colorful than intended, but it makes up for it with its speed of use.

Above, a few shots of the interior shader box during in use the work. 
Above, the early mockup I made for the demo.
As I was acting as art director and as one of the two artists on the project, this video and the images collect only the assets I've created plus a few I modeled out of the project scope, for the purpose of creating the video above, (and, as stated, the car assets from Traffiq).

My work on the original demo amounted to 80hrs (mockups, pipeline creation, modeling + texturing, baking atlases and polishing for the coders to work), and about  120hrs more to create the remaining ones for this video, so, about 200hrs all in all.


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3D Alley scene, video and assets
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3D Alley scene, video and assets

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