Feel free to explore this house on the beach !
Seaside House
Concept
At the beginning of the project, I conceived of a house with a casual, homey feel, set in a remote location with expansive views. The interior was fairly dark, lit only by natural light from the large windows. After studying the elements of real photos, I drew this concept image in PS.
Modeling
I then used Maya to plan the scene, as well as model the items within the scene. After creating the model, I imported it into RizomUV for UV splitting and orientation. To draw the materials and render them, I imported it into Substance Painter. Because the concept drawing shows only a portion of the room, I needed to expand the scene content as part of the modeling process.
It is worth noting that model rendering in Substance Painter often differs somewhat from Unity, so additional fine-tuning is often necessary to match the specific requirements of the engine.
Scene Construction
The scene was built in parallel with the modification of materials and lighting corrections. At the same time, I was also working on new models to expand the size and richness of the scene space, because the original painting content obviously couldn’t support the construction of the whole room. This required careful work because I wanted a harmonious, but not uniform, style throughout the scene.
Programming
My goal here was that I wanted visitors to be able to interact with the scene to some degree during the tour, and I wanted to customize some of the audio-visual effects. Customizing those elements would affect how the scene impacts the visitor.
To achieve that, I used custom scripts to implement some level of interaction for most of the lights, screens, and an air conditioner in the scene. I also added the ability to set the time of day and whether or not it was raining, so that the ambient light and sound could be changed. All of these functions were implemented using C# scripts, and I added an Esc menu to explain how to interact with the scene.