Website powered by

Fantasy Tavern

Final design for my building project in my hard surface modelling and portfolio development classes. Adapted from the concept art Left Hook Tavern by Takeda11 on deviantart. https://www.deviantart.com/takeda11/art/Left-hook-Tavern-212512420. The textures on this model are 8k maps exported from substance painter.

An overview of the front of the building, showing the entire project.

An overview of the front of the building, showing the entire project.

This shot is mainly to show off the lighting here. I'm not sure if it is noticeable, but the lighting is volumetric, which was fun to learn how to use. The slight fogginess makes it look sort of haunted.

This shot is mainly to show off the lighting here. I'm not sure if it is noticeable, but the lighting is volumetric, which was fun to learn how to use. The slight fogginess makes it look sort of haunted.

This is a shot to show off the detail on these windows, as well as the drain pipe coming from the bottom of the lavatory. This shot is a little noisy, but I think it adds to the sort of spooky aesthetic the lighting gives the tavern.

This is a shot to show off the detail on these windows, as well as the drain pipe coming from the bottom of the lavatory. This shot is a little noisy, but I think it adds to the sort of spooky aesthetic the lighting gives the tavern.

My original plan to show the wetness of the grate openings was to use an actual fluid sim in combination with texturing it in using roughness maps in substance, but because of time restraints I had to stick with the latter.

My original plan to show the wetness of the grate openings was to use an actual fluid sim in combination with texturing it in using roughness maps in substance, but because of time restraints I had to stick with the latter.

While I wasn't able to use as fluid sim like I had originally planned, the wetness I was able to achieve just by changing the roughness in a fill layer in Substance Painter and then painting it on still looks good in my opinion.

While I wasn't able to use as fluid sim like I had originally planned, the wetness I was able to achieve just by changing the roughness in a fill layer in Substance Painter and then painting it on still looks good in my opinion.

When I started this project, this was the section that I built first. I was able to get most of my repeated assets out of the way early by starting small (the wooden planks/beams mostly), and then reusing them in the bigger portion of the building.

When I started this project, this was the section that I built first. I was able to get most of my repeated assets out of the way early by starting small (the wooden planks/beams mostly), and then reusing them in the bigger portion of the building.

Here is a wireframe view of the tavern.

Here is a wireframe view of the tavern.

Here is the sketchfab link to the tavern for an interactive view of the model. The textures on this model are 4k maps.