I am currently working on a Game Environment in Unity.
I chose dungeon as a theme to have a certain frame to get things started.
As you can see on the floor, I started with doing some ground tiles.
After that, I modeled the column, some props like bones and barrels, and then created a wall texture.
For my workflow I mostly created a basemesh in 3Ds max, exported to Zbrush, sculpted the details, export back to 3Ds max and from there created the lowpoly mesh, which I then unwrapped and rendered the highpoly details to texture. Then I created the Diffuse in Photoshop and imported everything in Unity.
After that I decided it is time to create a doorway. I mean one room can be kinda cool. But if the player is supposed to explore, he needs some more than just one room, right? Same workflow as before.
After that, I started building rooms. I decided that creating bigger environments with those floor tiles use alot of performance, but also take time to layout and place. Additionally takes up much more lightmap space and takes the lightmap bake alot longer.
I did several different ones from the basic one, only difference is the placement of the door.
Then I layed them out in unity and placed some lights, which I then baked to a lightmap. Still not happy with the shadowing and might increase the ambient occlusion intensity and distance.
For extra details I added my first "real" lightsource...Candles.
Sorry if they are kind of dark. I always have problems with my monitors. On one its almost pitch black and on my other one its bright and everything can be seen quite well.
How does it display on yours? Too bright? Too dark?
Feedback and Critique is always much obliged!
If you have any ideas whats missing or want to help out with some concepts, go for it, I could use some ideas, since I work on this project in my few freetime hours after work.
See you soon!