Hall of Mirrors - Château de Versailles
I wanted to challenge myself by taking on more complex architecture so as a fun personal project I recreated the Hall of Mirrors in Versailles in Unreal Engine 4.
Unfortunately I couldn't shoot my own reference photos so I mainly used wikipedia, google and pinterest and a lot of guesswork to determine the proportions and details of the room.
Most things in the Hall consist of different kinds of marble, gold and wood so I heavily relied on tiling textures rather than giving every asset an individual texture.
I made these in Substance and set up different variables to make them easily adjustable. Since Unreal 4 uses PBR shading I mostly focus on diffuse, normal and roughness maps.
I sculpted almost all of the detail very close to reference but for some elements like the ceiling there were no clear references so it's more of a loose interpretation with various paintings sliced together. For most of the ornamental detail I used a lot of planes with alpha masks to avoid highly complex silhouettes in the models
Interactive view of the low poly model golden statue. You can turn wireframe on/off in the options and move the light with the alt-key.
Each building block of scene is either 400 or 200 units long which means you can assemble them very easily. The assets that use the tiling textures have somewhat more complex models to make up for the lack of custom normal maps. But the overall polygon count is still fairly moderate. Everything except the chandeliers uses static lighting.