Here is a look at my level. Please see additional notes below.

Here is a top-down view of my level layout. As of right now, my level has no roof. This is largely for ease of access, as the Unity camera does not behave in enclosed spaces, and for showcasing the floor plan. I will copy and transform the flooring from the first floor to form the ceiling. Originally, I planned to have an additional room to the left on the second floor. In this room, I planned to have some ornamental columns and at least one weapon model to collect. Due to time constraints, I have repurposed the upstairs room to serve a similar role.

I tried to keep the terrain simple, as the outside is not an integral part of the level. I wanted to put the explorable portion of the level higher up so that the player could look down from the windows. I think it could use some touch-ups, as well as some foliage.




One aspect I am not super happy with is the transition from Painter to Unity for some of my wall assets. The plaster and dirt accumulation became rougher and stand out more than I intended.

I really like this shot, even if it appears basic. I am happy with the overall layout of the level, but it could use some additional props in the rooms and hallways. I need to figure out how to block the hallway to the left with a large tree.

I plan to tweak the lighting and skybox in order to create a reddish haze over the environment in order to hide some of the details. I also want to include some clouds or mist if possible.





I am especially happy with how these two props came out (Short Table & Shelf). I think they have a nice color and a satisfying array of surface details like dirt, dust, scratches, etc. They definitely look used and worn.


Some of the feedback I incorporated with my wall pieces in particular was using smart maps to make the edges more worn. I think I accomplished this to an extent. It was difficult to make the edges look really worn without resorting to manually painting certain elements, and none of the smart masks made much of a noticeable difference. Eventually I resorted to a think dust layer with an edge scratch smart mask. I think more could have been done in an ideal situation, but the assets needed to be finished.