Stages of Construction
1) First I created the scene roughly using block out meshes and some simple lighting

2) Then I started making high poly models, baking out normal maps and ambient occlusion maps. While working on the lighting and composition.
3) here you can see me adding colour to the diffuse textures to work out the colour scheme for the scene
4) and then I created specular maps and worked on finalising the lighting and textures until I had the final scene you see below
Asset Details
Below you can see the components of this robot head trophy’s in-game model.
While a lot of the texture details came from the high-poly models the rest of the texture details were hand-painted using a series of custom Photoshop brushes. No photo sourced textures were used in this scene.
Here are the details for this chair. You can see that I have packed multiple channels on a single image for the specular/reflection masks. This was a common technique used throughout the scene.
Below is part of the shader network used to create the ‘oscilloscope’ effect from this video
It’s using a sine wave for both time and visual input to create the final effect. The ‘wavespeed’ and ‘waveheight’ parameters are being controlled using matinee.





