Unpeaceful: How to Make a 3D Room Environment For a Video Game

December 15, 2025

UVs and Texturing

All UVs were unwrapped in Blender. I used Texel Density Checker to set a texel density of 1024 px/m with a texture size of 2048. For this task, I grouped as many assets as possible, trying to make full use of the available space. To pack the UV islands, I used UVPackmaster, which allowed me to maximize space efficiency.

Regarding the texturing process, for this project, I used several master materials: one for the modular pieces with tiling textures, one for the props with unique textures, one for glass and translucent objects, one for displays, and one for decals. For the tiling materials, I used Quixel Megascans textures, which I modified in Substance 3D Designer, while the unique textures were created in Substance 3D Painter.

A special mention goes to Harley Wilson for his breakdown on LCDs, which helped me achieve the result seen in my project. I customized it to fit my needs by adding a panning gradient to recreate the look of old screens when recorded through a camera.

Composition and Lighting

Regarding the composition, once I finished the blockout, I placed the first camera and then positioned the others while keeping the final result in mind. I initially focused on small details and gradually worked toward revealing the entire room through the final shots. Every asset was placed to enhance the visual storytelling of the scene. I created clusters of large, medium, and small props to make the environment more visually appealing.

When it comes to lighting, I used a PBL approach, or at least I tried to, since I’m not a lighting artist. The PBL Database add-on helped me a lot in understanding how to set the correct values for the directional light, the artificial lights inside the room, and how to control EV through auto-exposure by moving closer or farther from light sources.

My goal was to achieve a natural look. For that reason, I didn’t tweak the post process too much. I mainly adjusted the color grading by cooling down the shadows and applied a slight white balance correction, since the scene was initially too orange and felt unnatural to me.

 

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