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Week 5- Flooring and asset creation

  • Writer: Sam Ayer
    Sam Ayer
  • Feb 25
  • 3 min read

Updated: May 6

Before I started on my week 5 work, I received feedback from my lecturers on my trim sheet from week 4. I was advised to add some more albedo variation in the rock and more height variation in the welding. I researched a few more images and used them to make accurate changes to my trim sheet.


Render of trim sheet on wall after improvement
Render of trim sheet on wall after improvement

Once these changes had been made, I began creation on my main task of week 5 which was creating floor tiles. I planned to do this using one 2k trim sheet texture which would have 4 sections of tiles on it, creating as much variation from one trim sheet as possible. Most of my inspiration for this flooring came from in game renders of interiors.


I wanted the floor to seem very ornamented, as if the building used to be grand and important.


In game render
In game render

I was interested in the circle feature on the floor in this game render (Wade, 2023) and decided to include something similar in my trim sheet. To save texture space, I would only make a quarter of the circle design which can be then multiplied round to create the full circle.



After researching more of the game's flooring, I began my high poly sculpt. Like my last trim sheet, I took advice from a YouTube tutorial explaining how to create rock forms in ZBrush (Abe Leal 3D, 2025a). Using Maya to block out shapes, and then DamStandard, TrimDynamic, ClayTubes and TrimSmoothBord in ZBrush, I created a high poly sculpt of 4 rock flooring designs to fit one 2k texture.


ZBrush high poly sculpt
ZBrush high poly sculpt

When creating this sculpt, I made sure to remember the advice given to me after my last trim sheet and tried to create a lot of shape and height variation.


Next, I took my sculpt into Substance Painter and baked it onto my plane. I create two materials in Substance Painter: a darker rock material and a darker welding material, both similar to my last.


Marmoset Toolbag render of my trim sheet
Marmoset Toolbag render of my trim sheet

I next assigned four different planes to each of the 4 sections of UV space. This created 4 different tiled sections of floor from my single trim sheet.


Marmoset Toolbag render of my tiled pieces
Marmoset Toolbag render of my tiled pieces

I could now use these pieces in any combination to create an interesting tiled floor. I tried laying the tiles out in Marmoset Toolbag to experiment with combinations.


After finalising my design, I took the tiled pieces into my Unreal Engine scene and placed them to fit my interior.


The next thing I did this week was begin creating some furniture assets to begin filling the empty space in my scene.


I began my creating a small mood board for interesting old furniture I had found.



I first blocked out a low poly wood plank table asset, as well as a low poly bed side table asset and took them into ZBrush to create a high poly for each of them. I used similar techniques to how I had learnt to make rocks and wood in the past (Polygon Acadamy, 2019), and damaged the edges to make the furniture look old an used.

High poly wooden table sculpt
High poly wooden table sculpt

High poly bed side table sculpt
High poly bed side table sculpt

I took two different approaches to creating the low polys for these assets. I used ZRemesher for the larger wooden table, and created my own low poly using Maya's quad draw for the bed side table. This was a good test to evaluate which method worked best. In the future I will use quad draw as this created the lowest poly result.


I colour coordinated both high polys for Substance Painter colour selection before baking both high polys onto their low polys. I created two wood and metal textures and applied them to different sections of the meshes using colour selection.


I then rendered these assets in Marmoset Toolbag.



I finally presented these new assets with my previous armour asset together to create a rendered display of my current asset kit.


Marmoset Toolbag render
Marmoset Toolbag render
Marmoset Toolbag wireframe render
Marmoset Toolbag wireframe render
Unreal Engine render
Unreal Engine render

Drawing for games work this week:

Continuing to work with tone and composition in action scenes
Continuing to work with tone and composition in action scenes


Bibliography:


Abe Leal 3D (2025a). Sculpting Rocks in Zbrush for your Environments! [online] YouTube. Available at: https://www.youtube.com/watch?v=vyYvRLKAC9E [Accessed 22 May 2025].

Polygon Acadamy (2019). TUTORIAL: Sculpting Wood in ZBRUSH - 3 EASY STEPS! | Polygon Academy. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=HiwV_C3IWQI.

Wade, D. (2023). Blizzard Entertainment Diablo IV — Environment Art Blast. [online] ArtStation Magazine. Available at: https://magazine.artstation.com/2023/07/blizzard-entertainment-diablo-iv-environment-art-blast/.

 
 
 

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Evaluation

I am very happy with the finished result of my project, I pushed myself to learn new techniques which worked well and fit into the theme of the project. However, in the future, I want to improve my fo

 
 
 

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