Something explorable, and simple
Trick Shot VR was meant to be simple, both in concept and in visuals. I only had a month to model and texture everything, so I needed to make sure the image was clear in my head of what it was going to look like so I could make it real from model to shader.
The first thing I started with was layout of the house. With the outside blocked, I was then able to layout the whole neighborhood. I imagined the town being in a basin surrounded by trees so it would feel similar to being between mountains like the ones I know at home. From there, it was just building a library of assets.
Once I had everything blocked on the exterior, I moved to inside the house. Modeling everything was simple enough, but then I had to figure out how I wanted to texture everything. I went through 2 iterations of texture methods. First I made a texture file and moved UV's to overlap for areas like walls, specific colors, gradients, etc. I would normally be worried about problems like light baking, but I was going to make everything emissive to add to the low poly feel.
This looked great in Maya, but once I started to do more with lighting in Unreal, it didn't achieve the look I wanted. Therefore I reverted back to using proper UV's and setting up different materials in Substance for each group of objects.
The outside and inside of the houses were modeled separately so that I could have the outside mesh for the other houses in the neighborhood. This meant I could just close the windows and doors and practically have a whole neighborhood built.
I still wanted these houses to have some character though, so I created a master material for them where I could create child instances with different parameters. This way, I could easily make new houses look unique practically on the fly.
Standard Preset - The default house shader and texture properties.
Shifted Parameters - a hue shift, saturation, and other parameters were applied for this effect. I also masked out parts I didn't want to change, like the windows or the garage door.
Across from the main house I wanted to have a park. This meant that the players could explore the inside of the main house, but also still explore more right across the street.
I needed to make some basic park assets, like the playground and pavilion. When it came to the foliage, the tree variation was very important. I made large volumetric trees that resembled pine and oak in a super simple manor. Once those variations were made, I also used another master material for changing the leaves colors.
The landscape was originally an Unreal landscape, but due to the high poly count that terrain had, I exported it and remodeled it from that base.
This allowed for me to retain the low poly feel by reducing aspects that needed it. This also allowed for me to properly combine the road to the terrain as before the depth of the curb and the sidewalk didn't work well with the landscape tool.