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Stylised Tea Room inside Unreal Engine 4

This stylised tea room scene was modelled using 3DS Max, textured inside Substance Painter and imported in Unreal Engine 4. I also added a cake using photogrammetry. It was created from 99 photos and rendered in Meshroom. With this scene, I took consideration of scale, placement of objects, and player movement.

It was practise in making a fully functional environment in which a player can move around in. To test this, I added the third person character controller in, and walked around the level to ensure players could move past each object at ease. The placement contributed to this, as I did not want to place objects too close together in case the player collided with them. I also wanted to put each prop in a realistic place in the scene, to make sure it makes sense and tells a story to a player. For example, I placed a lot of food props on the countertop, showing that it was a busy tea room.

Final Left Render

Final Left Render

Final Right Render

Final Right Render

Whilst blocking out this scene, I looked at references for tea rooms on Art station and Sketchfab. With these references, I decided I wanted verticality to add more depth. I also decided to go for a hexagon shaped scene, as it looks very open.

Whilst blocking out this scene, I looked at references for tea rooms on Art station and Sketchfab. With these references, I decided I wanted verticality to add more depth. I also decided to go for a hexagon shaped scene, as it looks very open.

Lighting settings for the environment

Lighting settings for the environment

Stairs leading up to the second room upstairs in the café.

Stairs leading up to the second room upstairs in the café.

A side view of the first room upstairs.

A side view of the first room upstairs.

A view of the second room upstairs.

A view of the second room upstairs.

A close up of the kitchen props.

A close up of the kitchen props.

Front of the Café Stand

Front of the Café Stand

Top view of the food props.

Top view of the food props.

A close up of the food props.

A close up of the food props.

Close up of the table and food props.

Close up of the table and food props.

Top down table view with the bean bags, tea box and food featured.

Top down table view with the bean bags, tea box and food featured.

A render of the back of the café, showing delivery tea bags, food props, the window and the table.

A render of the back of the café, showing delivery tea bags, food props, the window and the table.

A side view of the café.

A side view of the café.

A front view of the tables with bean bags.

A front view of the tables with bean bags.

Photogrammetry - I took this cake outside to take photos at each angle. In the end, I took 99 photos to ensure that meshroom renders each feature. The end result in meshroom was very successful, I then made a low poly model inside Instant meshes.

Photogrammetry - I took this cake outside to take photos at each angle. In the end, I took 99 photos to ensure that meshroom renders each feature. The end result in meshroom was very successful, I then made a low poly model inside Instant meshes.

I exported the FBX from Instant meshes and added both the high and low poly in 3ds max. I ensured they were both at the origin point. The bake was done by adding a projection modifier to the low poly, and picking out the high poly details to bake on.

I exported the FBX from Instant meshes and added both the high and low poly in 3ds max. I ensured they were both at the origin point. The bake was done by adding a projection modifier to the low poly, and picking out the high poly details to bake on.

The low poly was imported into Substance Painter, and the high poly was baked on top. After some experimenting with the cage size in 3DS Max, the result turned out really well.

The low poly was imported into Substance Painter, and the high poly was baked on top. After some experimenting with the cage size in 3DS Max, the result turned out really well.

The finished Photogrammetry result inside of Unreal Engine 4

The finished Photogrammetry result inside of Unreal Engine 4

Finished Colour, Ambient Occlusion and Normal Maps on the stylised table

Finished Colour, Ambient Occlusion and Normal Maps on the stylised table

The stylised table is a piece I feel incredibly proud of, due to its unique shape and mask details.

The stylised table is a piece I feel incredibly proud of, due to its unique shape and mask details.

The base colour, normal information, ambient occlusion and wireframe of the stair model.

The base colour, normal information, ambient occlusion and wireframe of the stair model.

The base colour, normal information, ambient occlusion and wireframe of the small stair model.

The base colour, normal information, ambient occlusion and wireframe of the small stair model.

A side view of the small stairs.

A side view of the small stairs.

Finished Colour, Ambient Occlusion and  Roughness Map on the Fridge Props

Finished Colour, Ambient Occlusion and Roughness Map on the Fridge Props

A close up and wireframe of the kitchen props

A close up and wireframe of the kitchen props

The base colour, ambient occlusion and wireframe of the window.

The base colour, ambient occlusion and wireframe of the window.

Base colour and wireframe of the tea and hot chocolate mug from a front view.

Base colour and wireframe of the tea and hot chocolate mug from a front view.

Base colour and wireframe of the tea and hot chocolate mug from a top down view.

Base colour and wireframe of the tea and hot chocolate mug from a top down view.

Hand painted detail in the tea mug.

Hand painted detail in the tea mug.

Hand painted detail in the hot chocolate mug.

Hand painted detail in the hot chocolate mug.

The café stand was handpainted using three different wood variations. I layered three different shades (shadow, highlight and base) of brown on each wood plank to create a realistic wooden effect.

The café stand was handpainted using three different wood variations. I layered three different shades (shadow, highlight and base) of brown on each wood plank to create a realistic wooden effect.

A wireframe version of the café stand.

A wireframe version of the café stand.

A front and top down perspective of the tea boxes. I am proud of the design and alpha outlines, the design looks consistent across all of the boxes.

A front and top down perspective of the tea boxes. I am proud of the design and alpha outlines, the design looks consistent across all of the boxes.

The front and top down perspective for the 'Snooze Tea' tea box.

The front and top down perspective for the 'Snooze Tea' tea box.

A walkthrough of the latest iteration of the stylised tea room!