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Showing posts from April, 2026

Rebuilding the VR Game Framework in Unity 6.0

Plastic Material Development in Blender – Surface Imperfections and Reflective Control

Concrete Material Development in Blender – Edge Wear and Surface Aging

Blender Cycles Baking Pipeline for VR Environment Optimisation (Video Recording)

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This video documents part of my Blender Cycles baking workflow for the Archive scene. The video demonstrates how lighting information (direct/indirect light), roughness, and normal maps are baked into textures to achieve high-quality visuals in Unity while maintaining low performance cost for VR applications. Video   YouTube Link: https://youtu.be/g0K8Sy3uvVQ

Environment Art - Observation Room

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Blender-Based Environment Development Process Video

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This video documents part of the production process of Underground Corridor , recorded in Blender from the early stage, where only the basic structural framework was established, through to later refinement and development. While the footage does not represent the complete workflow, it demonstrates the progression of the scene and serves as evidence that all models included in the Degree Project were created by myself. Video   YouTube Link:  https://youtu.be/5N2hSNwDOuA

Environment Art - Underground Corridor

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Date: 18. 4. 2026 -Modeled the basic structure of the corridor. -Reuse the materials and lighting fixtures of the stairwell and Archive scenes.

Environment Art - Archive

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Date: 22. 3. 2026 Clay Model -Modeled t he basic structure of the scene. -Set up  the initial lighting. Date: 26. 3. 2026 -Modeled the basic structure of the console. Date: 27. 3. 2026 -Texture the model with the material I created in Substance Designer. -Adjust the lighting. Date: 3. 4. 2026 -Further redine the models. -Used Ambient Occlusion Node to add an aging effect to the materials. -Refine the lighting effects, adding server lighting on the walls and overhead lighting. -Remove the volumetric fog to ensure high performance in Unity. Date: 4. 4. 2026 Final Verson -Render the final rendering

Third-Party Assets - Quixel Megascans Usage

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 Introduction This blog documents the third-party assets used in my degree project.  -All models in the game were modeled by myself in Blender. -Most of the materials in the game were created independently by me, including 13 base materials made  in Substance Designer, 1 material made in Procreate, and 1 material made using Blender's material   nodes.  -About 9–14 third-party materials were used in pre-production, all of which were replaced with self-   made materials in the final game. -The only third-party assets used in the final game are few textures from Quixel Megascans. Assets List 1. Scratched Painted Metal Scratched Painted Metal | Fab Third-Party asset type: Texture Texture type: Roughness Use in game: Provides roughness details for man-made objects in the scene, such as metals, plastics, screens, etc. 2. Scratched Metal Scratched Metal | Fab Third-Party asset type:  Texture Texture type:  Roughness Use in game:  Provid...

Material Asset Production - AO based stained concrete materials

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Blender Material Nodes Use Ambient Occlusion to detect the edges and contact surfaces of the model, then use it as a mask to blend a darker concrete Base Color map onto the original map, creating localized dark stains/aging effects on the model. Application of Material