The tailor shop: workroom
Using a previous environment concept to create a new location and explore stylized materials.
Spent around 5 weeks to create a millinery/tailor workroom, using a previous project concept, inspired by the atmosphere of Sophie's room in Howl's Moving Castle.
Original Environment New Environment
Final Renders
Process
oLD BLOCKOUT
New Blockout
The original space focused on the front of the tailor shop concept but with the new space I wanted to focus on a smaller area that showed stronger purpose to the room.
Modular Kit and Assets

The original modular kit for the tailor shop had some decent parts but I was still learning how best to break down spaces and architecture for modularity.
The sewing table and the sewing machine were the only pieces that didn't make it to the final environment because the composition of the space felt stronger with more of the stocked shelves... and so the workroom transitioned from a combined millinery/seamstress space to a millinery room that also served as fabric storage!
The concept became a scene that showed a milliner that managed to sneak in time to work on her making herself something and had stepped away for a second.

Previous Kit
Textures
The original dress form modeled high to low poly in Maya and with baked Zbrush details such as bolts. Fabric drape was made in Maya using nCloth and the texture was made with Substance Designer in order to recreate a stamped velvet material. A lot of the texturing for the original environment was done in Substance Painter trying to go for a realism.
I wasn't happy with how they had come out so when I decided to do this rework I decided, why not use it as an opportunity to practice some hand painted texture work!
That's why for the new textures I painted soem seamless textures for the wood furniture, the tile floor and the plaster walls. I was quite comfortable with handpainted everything in Photoshop so I took my texture bases and put them all in Substance Painter. Then I went in Painter, I painted all the highlights and edges, etc.

Original materials and assets




Hand painted Base Textures



Lighting and Environmentoment Progress
