The focus of this dev log is the creation of the objects that populate the storeroom.
The first step of creating the objects in this room was the creation of the low poly models. A few of the objects were reused from the main classroom such as the Table in the right side of the room, as well as the Moon display on the shelves.
The shelves were simple to create, as it was possible to reuse the assets and textures of one shelf for all of them. The shelves themselves were skimpily a cube that had been reshaped into a rectangle and duplicated downwards on the Z axis (y axis in unity). This was accompanied by four cylinders with twelve vertices, with edge loops dividing them where they met the shelves, this was to allow for the UVs to be smaller and not take up as much space. The first shelf was then duplicated four times and placed around the room.
The next objects that were included in the storeroom were the box and broom handle that were tucked away in one of the corners. As the broom was mostly obscured by the box it is comprised of just a cylinder and therefore has no broom head. The box however is more complex. Being made up of 5 outer sides, no lid, and an interior it was decided that the outside of the box would have an inset face across all visible sides, with a diagonal support strut added to give the box more detail.
The next step was creating the rug and the lamp. Rug was simple to create as it was just a thin rectangle with a texture applied to it, the lamp however was more complex. This was as I wanted to experiment more with transmission and subsurface scattering materials.
For the lamp model I wanted an object that would have the frame of the lampshade show through a translucent lampshade. This meant that for the texturing and import into unity I would have to create transmission maps and setup a material that allowed for subsurface scattering in unity.
The materials for the lamp were simplistic with most of them simply being either metallic, emissive for the light bulb, or plastic for the cable. However for the lamp shade fabric, I had to add a transmission and scattering map to the material, this was the simple part.
Unfortunately the idea of having the arms show through the fabric in the way I had intended, however it still allowed the light to shine through the fabric in a way that lit up the room more evenly and in my eyes more realistically. This subsurface scattering effect also added a slight shadow around the room where the lamp shade was in the lights path, this helped create a more real sense of the room being lit by the lamp.
At this point almost all of the textures for the room were completed, however one remained. This was the model of the plastic stool that was standing upon the desk.
This stool was modelled utilising the bevel tool in blender heavily, with shape of the chair legs and top being a direct result of the use of this tool. This stool was then UV unwrapped and imported into substance painter where a worn plastic texture was added, this was then imported to the environment in unity. I wasn’t overall happy with the placement however and eventually decided to move the stool to next to the desk, choosing to have the moon ornament sit atop the desk.