While designing the space, I considered what would make a visually pleasing interior that would reinforce the plot of the project. A circular building with a curving path that doesn’t reveal what’s at the end (and creates an atmosphere of mystery). Furniture, especially ornamental pieces, moved away from the walls to create dramatic shadows. Ornate details on the walls and windows which fragment the light. Architectural details and various shapes in the room could help the eye bounce around the scene.
Throughout the project, I experimented with various design approaches and styles to guarantee that the final interior is aesthetically pleasing. I believe that a basic square room would diminish the artistic value of the project, and the audience would be less interested in it. Therefore, I wanted to ensure that the viewer’s eyes are drawn to numerous intriguing shapes within the simple structure, guiding their gaze around the space.


After much consideration, I ultimately decided to combine the second and third versions. The curved walls of building two were visually appealing to me, but it was too narrow to be practical. On the other hand, while asset three had some positive aspects, such as its spaciousness, it lacked the unique niches that I was hoping for. By merging the two versions, I was able to create a space that had both the aesthetic appeal and practical functionality that I was looking for.

When creating 3D models, I used sculpting tools to achieve more unique and organic shapes. To further enhance the appearance of the assets, I dramatise the shapes to make them more visually appealing and interesting. I briefly considered scanning real-world objects and incorporating them into the scene but it would be too time-consuming.
For assembling the building model, I paid a lot of attention to real-world dimensions. This is especially important when designing interiors, as there are many objects in the space that viewers can use to understand the scale of the place. To model the shop, I took inspiration from old European tenement houses, with high curved ceilings measuring 3.6 meters. I used a human figure from Maya’s library, scaled down by a factor of ten, as my starting point. Since Maya’s real-world measurements work on a scale of 1/10 and treat centimetres as meters, this allowed me to accurately model the space. I placed the figure in multiple spots to check the dimensions of the imported furniture models and establish the scale of architectural details such as steps, stairs, and door frames.


During the project, I encountered a challenge with this particular part where I spent too much time trying to perfect the model instead of moving on. I focused too much on coming up with the concept of the building, which led to a rushed process for the following steps. As a result, I wasted a lot of time and could have managed my time better.

I also faced challenges with the topology of the building. I had to redo it several times to get it right. I followed various guides and attempted to retopologize the structure in Maya and also tried using the remesh tool in ZBrush. However, I found that for this specific project, retopologizing the structure in Maya, and at times completely rebuilding it from scratch, proved to be the most effective approach.
Retopologising:
- Retopologising tool in Maya.
- Export as obj from Maya, put in Zbrush and use ZRemesher in geometry (Target Polygons Count under 1).
- Live Mesh, target weld and hand draw, or pick vertices, use soft selection and adjust it.


After much consideration, I have ultimately decided on a design concept that I believe adequately meets my requirements. The design comprises of smooth curves that have been carefully crafted to guide the eye in a fluid motion. Additionally, circular and organic shapes have been incorporated to create an Art Nouveau style that is visually appealing and unique. I am confident that this design will fulfill the desired outcome and provide a positive and memorable experience for the end-users.


Bibliography
Blender (2023) Retopology. Available at: https://docs.blender.org/manual/en/latest/modeling/meshes/retopology.html (Accessed: 20 October 2023).
Render GPU (2022) Awesome Blender Addons for Retopology. Available at: https://irendering.net/awesome-blender-addons-for-retopology/#:~:text=1.,Instant (Accessed: 20 October 2023).
Shutterstock (2021) 3D Modeling Part 1: The Basics of Building a Clean 3D Model. Available at: https://www.shutterstock.com/blog/building-clean-3d-models (Accessed: 20 October 2023).
Sketchfab (2016) How to retopologize 3D scans into low poly game assets. Available at: https://sketchfab.com/blogs/community/retopologise-3d-scans-low-poly-game-assets/ (Accessed: 20 October 2023).
Stylized Station (2021) The 3D Artist’s Guide to Modular Environments – Unreal Engine Environment Breakdown. Available at: https://www.youtube.com/watch?v=dJnAuVtwxPI&t=1295s (Accessed: 20 October 2023).
Topology Guides (2023) Archive. Available at: https://topologyguides.com/ (Accessed: 20 October 2023).