Abandoned Cafe

For my portfolio I wanted to focus on making an interior scene based on a real life location and decided to use cafe Atrium in Malmö as reference. The majority of the scene is made using midpoly modelling and tiling textures, remaining assets are baked and uniquely textured. Since my textures are tiling I made use of decals and material instances to break up the uniformity and repetitiveness of the textures. I also used a world aligned dust shader for the countertop and vertex painting for the floor.
Foliage, the deer and some minor assets and materials aren't made by me - curious to know which? Scroll down to the bottom of the page!

This piece has been wonderful to work on, I've learned so much and I can’t wait to start my next project with all the knowledge I’ve gained. Thank you to everyone who has given me feedback, help and new skills - people from various studios as well as my classmates and teachers. But the biggest thank you is reserved to my mum. This project wouldn't have been as successful if it wasn't for her continuous support and uplifting words ♡

ps. Curious about my shader setups and how the scene has evolved? Keep your eyes open as more breakdowns and insights will be coming soon!

Here are the big props, without the shaders and decals from the scene.

Here are the big props, without the shaders and decals from the scene.

Small assets made for the scene.
These assets aren't made to be hero props but rather to go through the pipeline fast and then be used to populate the scene. The towels were made to help break up the straight lines in the scene.

Small assets made for the scene.
These assets aren't made to be hero props but rather to go through the pipeline fast and then be used to populate the scene. The towels were made to help break up the straight lines in the scene.

Modular kitt that was used for the scene.

Modular kitt that was used for the scene.

All were made in Substance Designer, but with possibilities to tweak them using parameters in Unreal. I made one master material and then every material was an instance of this.

All were made in Substance Designer, but with possibilities to tweak them using parameters in Unreal. I made one master material and then every material was an instance of this.

Here are the assets that were in the scene that I haven't made. Not shown in the scene but also not by me is the glass shader (by Adina Dahl), moss material (for vertex painting on the floor) and the material for the air vent. Small Ivy by Emmy Lövdahl.

Here are the assets that were in the scene that I haven't made. Not shown in the scene but also not by me is the glass shader (by Adina Dahl), moss material (for vertex painting on the floor) and the material for the air vent. Small Ivy by Emmy Lövdahl.