In 2018, I challenged myself to build a photorealistic, real-time 3D environment to push the boundaries of my technical asset pipeline. I designed and executed a simple living room scene from scratch, handling the entire creation workflow solo.
I modeled the architectural assets and furniture in Maya, authored highly detailed materials and textures using Substance Painter and Substance Designer, and managed the final set dressing within Unity 2018. Operating within the constraints of Unity’s standard render pipeline at the time, I focused heavily on advanced bake settings, lightmapping, and post-processing stacks to achieve believable, high-fidelity lighting and surface reflections in real time.
