In order to start modelling my environment, I thought it would be easier to start with 2 walls, to allow me to see what I'm doing a bit better. This is similar to what I see people online doing, although obviously their final environment remains in this state, while mine will be an interactable VR environment, so I will have to add the other two walls and ceiling. The walls and floor are made of flat planes, placed on an exact axis in order to be consistent with the other assets. With my canvas set, I could begin building the pieces of my environment.
I was not used to box modelling when I started making this room, since of course I did not expect to be doing it and so mostly skimmed over it during my research process, and so the sofa was not very professionally done. I ran into the most problems with this asset in particular, since it was the first one I made.
I began with four separate objects, for the arms, the seat, and the back (a fairly easy workflow). It was at this point when I learned, from a peer, about the bevel tool. This is a tool which creates rounded edges on geometry, and generally makes everything look more smooth and clean. What I should have done, if I had known that this would be an issue, is to join all of the objects (with ctrl+J), merge the relevant vertices, and then bevel the edges. Unfortunately, I decided to bevel the pieces before joining them, which led to hours of tedious merging and tweaking of pieces in order to get a smooth mesh. I knew that having a messy mesh would seriously hinder my ability to UV unwrap this asset, and so I was determined to get it as clean and compact as possible. This proves to be an oddly satisfying process, and I am very proud of the results.
After creating the main body of the sofa, I (very easily) built a pillow with the bevel tool. I then duplicated this pillow and placed it on the other side of the sofa. I fiddled around with the position of this asset based upon my concept art, and decided it would sit almost exactly in the middle of the back wall.
The table was actually surprisingly difficult to make symmetrical; I couldn't figure out whether I wanted the parts to be different objects, and how to make the mesh compact and easy to unwrap. In the end I managed to make it fairly easily, although by this point it had gone through about three or four iterations.
On the table I decided to make a little plant pot, in order to keep the room interesting and full. It was a fairly easy process, in huge part due to the "inset faces" tool, which allowed me to create shapes identicle in shape and ratio, but slightly smaller inside an existing face. With this I was able to create a realistic looking plant pot and stalk. For the actual plant itself, I simply used a cone and then bevelled it to look slightly cleaner.
This table sits in the corner of the back wall, next to the sofa. I might add more things on the table later on.
For the window all I did was inset and moved a square on the far wall, before extruding the window frame and the window mutins (which is the technical name for the criss-crossed supports). Getting all of the vertices to connect to the right edges was a bit of a pain, but otherwise the actual window itself was fairly easy.
I wanted there to be curtains over the windows to make the room feel more cosy, and to add something interesting to the walls. Creating the curtain itself was not as difficult as you'd think; I just made a cube very thin and then cut it up into strips, moving each strip so that it went in a zig-zag shape. Using the bevel tool I was able to smooth it out and make it look more organic. By doing this instead of, for example, sculpting a curtain, I was better able to control the its fall and texture (and it would also make it easier to unwrap).
After creating the curtain, I placed it in front of the window and began making the curtian pole. It was fairly simple, just a cylinder with two spheres either side. the difficult part, in my opinion, was creating the curtain rings (which, in hindsight, would have probably been easier if I had used a torus as a base rather than a cube). I created a cube, bevelling the edges and taking away the centre. I rounded the entire shape and then duplicated it several times, positioning them in slightly offset positions as to add variety to my environment.
The actual building of the fireplace was fairly challenging, as this time I decided that rather than making it from several objects and joining them at the end, I would instead attempt to make the entire fireplace just out of one cube. With the help of the inset and knife tool, I was fairly easily able to create the different parts of the fireplace. This made the mesh more compact to begin with, however it made a tedious process afterwards to attempting to tidy up the mesh.
The mantlepiece was looking a little bit bare, so I decided to make a little ornament to decorate it. It was originally intended to be a cat, but then it turned into a dog, and then into a dinosaur. I used a mirror modifier, but put it in too late, so the mesh is incredibly messy. I still like how this little guy came out; the poly count is very low, and it consists mostly of sharp edges (even with the bevelling tool), and so looks more like a carved wooden statuette than a smooth ornament. I think that this is fine, and fits with the Victorian style, and so I am happy to keep this little guy as is.
Of course I kept the mantlepiece mostly blank, as this is where I had planned to place the bust of my sculpted asset. Keeping the mantlepiece empty for the most part would help the bust stand out.
Referencing my concepts, I started making all the "accessories", to make everything look generally more interesting.
I started by adding a rug to the very middle of the room - This is just a flattened cube with little bevelled indents in it to make it look like a real rug. This definitely adds to the room, and the fact that it's round rather than square (as seen in some of my other concepts) makes it look more Victorian, which was the aim.
Another asset I added was a lamp, which will (of course), emit some light. This was modelled with a cylinder inset into the base, with a cone on top. In order to cut off the top of the cone, I applied a Boolean modifier, which meant that the mass of a different object (in this case a separate cylinder) was taken away from the existing cone. This will hopefully allow the light to go through the top of the lampshade as if it would in real life.
The final extra asset I decided last minute to add was this picture frame. I wanted this for a few reasons; for one, I thought this wall looked very bare, and needed something to make it more interesting. But more importantly, my plan is to make this picture frame have an image of what my original intended environment was planned to look like, as a sort of call-back or Easter egg to my original idea. Of course this was very easy to make, just a flattened cube, inset and bevelled.
I took inspiration from one of my other concepts and create a brick wall, with smaller bricks along the chimney bit of the fireplace. These took quite a while to do; the bricks started far too thick (as you can see in the background of some of the other images) and so I thinned them out and put them closer together. The bricks are just rounded cubes, placed in an odd order as to create a sense of chaotic variety. The bricks on the fireplace were a bit more difficult, since I wanted some of the bricks to wrap around the edges of the chimney, which took a very long time and a lot of precise rotations. It payed off, though, since it looks very clean.
The floorboards were a very similar workflow, except they were longer. I couldn't decide whether to wrap the floorboards along the objects touching the floor (e.g. the couch, the fireplace, and the added extra bits). I had to think about which objects would be built into the hypothetical room, and which would be placed on top of the floorboards. This is why I decided that the only object that the floorboards would wrap around would be the fireplace, since logistically that would be attached to the floor.
This book was a bit of a last minute effort, in order to add something else interesting to the environment. I originally intended it to just be a book (very easy to model, obviously), however decided yet again to make it a reference to my prior research.
Using this tutorial I found online, I managed to make some text engraved into the front, which reads "Iliad" (unfortunatly, I spelt it wrong and realized too late to fix it). The Iliad is a classical piece of Greek literature written by Homer - this is mostly a referance to the fact that in my early research I almost entirely focussed on Greco-Roman style architecture and sculpting. By making a referance to a very famous piece of Greek literature, I am further hinting at my initial ideas.
I do think that the engraving pushed my poly count up quite high, however I think it was probably worth it.
The door was very easy to make, and though it wasn't in my concepting, was a fairly obvious choice for an asset on this final wall. All it took to make was a cube, with the inset tool helping to make the doorframe and square indents.
The door handle was made with a cylinder and UV sphere.
When it comes to UV unwrapping, I really should have done it as I went along, unwrapping things as I modelled them (which was what was recommended to me by my peers), however I knew it would be a tedious process, and so kept putting it off. Unfortunately, this meant that I was left with a very long and arduous job at the end of my modelling of unwrapping things one by one. this took several days worth of fixing meshes, figuring out the best places for seams, etc. however eventually I managed to do it.
I did run into a few issues mater on when it came to putting these meshes into unreal, as some of them were not unwrapped correctly (leading to the normals facing the wrong way round), however overall it was a quick fix.