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Thief Re-imagined: Lord's Manor (Interior)

Thief is my all time favorite game series, and I wasn't a fan of the 2014 remake or reboot or whatever they called it. I wanted to start honing my environment modeling by imagining what the franchise would look like today. Thief was a great mix of medieval, steampunk, and Victorian styles, so I decided to go with a Baroque/Rococo feel that a super rich old lord would be living in.

And now for the more Thiefy shots!  I'm pretty happy with how the lighting turned out. I tried the classic wall torches and gas lights, but they didn't look right in this environment so I just threw a bunch of candles in.

And now for the more Thiefy shots! I'm pretty happy with how the lighting turned out. I tried the classic wall torches and gas lights, but they didn't look right in this environment so I just threw a bunch of candles in.

I like the moonbeam effect here.

I like the moonbeam effect here.

Here's the hallway lit with a bunch of candles. Hope you brought plenty of water arrows!

Here's the hallway lit with a bunch of candles. Hope you brought plenty of water arrows!

Here's a flythrough. I wanted to showcase the candle flames which I achieved with Unreal's Blueprints.

Modular wall pieces: Ornaments were sculpted in ZBrush and baked down to planes.

Modular wall pieces: Ornaments were sculpted in ZBrush and baked down to planes.

This project is my first deep dive into Substance Designer. Here's the floor texture I created.

This project is my first deep dive into Substance Designer. Here's the floor texture I created.

The graph of the floor.

The graph of the floor.

This is a painted wood that I'll be using for window frames

This is a painted wood that I'll be using for window frames

Graph of the painted wood.

Graph of the painted wood.

This is a basic plaster texture that I'll be using for the walls.

This is a basic plaster texture that I'll be using for the walls.

Graph of the plaster.

Graph of the plaster.

This is the gold I'll be using--a very important material in a Thief level!

This is the gold I'll be using--a very important material in a Thief level!

Graph of the gold\ material.

Graph of the gold\ material.

Prop: Large Cabinet

Prop: Large Cabinet

Prop: Small Cabinet with removable drawer

Prop: Small Cabinet with removable drawer

Trim Sheet

Trim Sheet

Modular Pieces: Window and Door. There's some weird aliasing going on with the plaster material in Marmoset.

Modular Pieces: Window and Door. There's some weird aliasing going on with the plaster material in Marmoset.

Modular Pieces: Columns

Modular Pieces: Columns

The sofa's base model was done in 3ds Max, and the sculpting was done in ZBrush. Texturing in Substance Painter.

The sofa's base model was done in 3ds Max, and the sculpting was done in ZBrush. Texturing in Substance Painter.

Canopy Bed. Base model in Max, sculpts in Zbrush, fabrics in Marvelous Designer, textures in Substance Painter and Photoshop. Rendered in Marmoset.

Canopy Bed. Base model in Max, sculpts in Zbrush, fabrics in Marvelous Designer, textures in Substance Painter and Photoshop. Rendered in Marmoset.

Detail of headboard

Detail of headboard

Detail of Footboard

Detail of Footboard

I know Thief usually takes place at night, but I wanted to do a few renders in daylight to emphasize the warm colors I used in my textures. Rendered in UE4.

I know Thief usually takes place at night, but I wanted to do a few renders in daylight to emphasize the warm colors I used in my textures. Rendered in UE4.

Another daytime render in Unreal, this one being the hallway outside the bedroom.

Another daytime render in Unreal, this one being the hallway outside the bedroom.

Daytime render of the sofa in UE4

Daytime render of the sofa in UE4