Showroom: Modern Bathroom

Photoshop Substance Designer Unity 3D Zbrush

Marketing Integration: The 360 Approach It is important to not only cover the traditional interactions such as collateral, or print advertising; but to go the non-traditional route as well. Interactive experiences go beyond because they are intuitive in nature and respond to the user.Gaming or similar interactions gain a different audience and interacts with consumers

Marketing Integration: The 360 Approach

It is important to not only cover the traditional interactions such as collateral, or print advertising; but to go
the non-traditional route as well. Interactive experiences go beyond because they are intuitive in nature and
respond to the user.Gaming or similar interactions gain a different audience and interacts with consumers where they
feel comfortable.

Interactive pieces can be integrated with your current marketing website and digital/print based advertising. This
adds depth to your portfolio and extends your user reach. Many users are now on multiple devices and the world is at
their fingertips. Having multiple interactive touch points allows them to choose in which manner they would like to
interact.

Interactive information allows for an in depth discussion on a feature and it benefits that were previously one
dimension; they can be targeted for specific products or services.

Extend your reach online or offline!

OFFLINE: It can also be download onto a device to be used for information and brand interactions while offline. Can
be used as a sales apps, presentation, and interactive experiences for LOB’s or multiple marketing campaigns.

ONLINE: Once the application goes online it can be updated. In app purchases lead to an integrated shopping/
e-commerce experience for your customers.

Modeling Workflow

Modeling for unity 3d involves taking high resolution models and creating low resolution  counterparts. By
keeping the model low-res we were able to create great work flows that keep the file size low but still give you
great imagery.

The most important step in modeling for Unity 3D is scale. We started off first by creating a baseline scale for
our world. Once established we were able to model all of our room assets based on that. From the toilet bowl to
the paintings, our established baselines really came in handy when new items were added to the world post our
original designs.

modern_bathrrom_towel

Creating a Towel

The towel was created using a little bit of cloth physics. Though we could have modeled the towel in zbrush, we
decided to go down the simulation path to add a more natural free-form feel. The downside of using cloth
simulations though, is that you need to have a really high resolution model. One that Can’t be used within Unity
3d. We have a number of workflows to fix this , for this we choose to use Topogun to create a new retopology
mesh. After creating the uv’s the model was prepped for creating it’s substance.

What’s great about substance designer is that it allows you to use a non-destructive workflow. Mixing and
blending nodes as we went, we were able to create a random generated noise that we used for our diffuse map but
also to run our normal map.  In the video below  you will notice that we actually end up combining our normal
with our Passion 47 logo. All in substance designer without having to create a complicated boolean mesh.  This
gave us the ability to fake depth in our towel while keeping the design fluid.

Speed Texturing: Substance Designer and Unity 3D

In this video you will see our workflow and how we jump in between Unity and Substance Designer to get our
textures just right. Using features like exposed parameters, custom normal maps from vector files, filters and
so many others; you will get a good look at the power of substance and Unity 3D.

Speed Modeling: Making of the Towel Roll

There are so many workflow variations for modeling for games. In this video we show you how we go from Zbrush,
Topogun, 3D Coat, Maya, Substance Designer and Finally to Unity 3d. Each app has its strengths: Zbrush for
organic modeling; Topogun for creating retopology; 3d Coat for creating uv’s; Maya to match our scene size;
Substance designer to bake textures, normal and ambient occlusion maps.

Substance Designer

Optimizing meshes is really an art in itself. Because we knew that our models need to be both in Unity 3d and
stream over the web; we really had to keep an eye out on the polygon count. Using tools like Zbrush it can
really blow up the polys up into the millions. Which may look great but would perform horribly.

Combining both low poly and various baked maps, we were able to really keep as much detail as possible from our
high res models. The notable difference is that we didn’t have to sacrifice performance to achieve it.

Optimize Mesh For Unity 3D

Optimizing meshes is really an art in itself. Because we knew that our models need to be both in Unity 3d and
stream over the web; we really had to keep an eye out on the polygon count. Using tools like Zbrush it can
really blow up the polys up into the millions. Which may look great but would perform horribly. Combining both
low poly and various baked maps, we were able to really keep as much detail as possible from our high res
models. The notable difference is that we didn’t have to sacrifice performance to achieve it.

Teaching Through Videos

Want to really see the behind the scenes, checkout our very own Edithson
Abelard’s
youtube channel. Where he covers in depth subjects like: properly sizing your world, creating steam
for our shower, how to control particle systems.