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Hi! This is my version of the concept art by Stanislav Lunin. The main objective of this project was to create an environment faithful to the real concept using the least number of polygons possible.
I started creating a base mesh for all objects using Maya to use it afterwards on Zbrush, with the basic meshes I created the blockout of the environment. Then I created a stylized high poly 3D model of each object using Zbrush. After sculpting everything, I started creating the retopology so I could make the low poly versions of the props in Maya. For making the UVs I used Maya and only used 3 udims for all environment. I made this choice because one of my main objectives was making optimized props for the implementation on a video game.
Once I finished the modeling process, I baked the high poly textures in to the low poly textures. Afterwards I started texturing all the props on substance painter.
Finally, I implemented all texture maps on maya to each prop. I started setting my final lighting for rendering with Arnold, I applied and costumized an ambient lighting. Afterwards, I used the candle's fire like a secondary lighting, to give depth and create highlights on nearby objects. For a backgound, I used Photoshop and implented it on the camera properties.

Thanks! I hope you like it!

Concept art by Stanislav Lunin

Concept art by Stanislav Lunin