As a look dev artist, I was assigned for floor modelling. For this I had a concept of building a procedural model which would depict the old school sci-fi theme that has been set to our project. For the same, I collected these references for the floor


To begin with, I choose Houdini to model this concept as it is very powerful software for procedural modelling. In case if I have to make any changes in the past or if its just playing with modeling, for me Houdini is a comfortable.
To begin with, I took a basic shape and technique for building the floor. I started by taking a grid copying and beveling its edges so that it aligns as per needed. Further, I boolean it with each other, resulting into the start of a sci-fi industrial look. Later I continued this technique of copying, transferring and booleaning the model until I got a more interesting look.









For the main floor, I started by taking box editing its edges and making a hole in it so that I can fit the cage in it.
The main motive for having the cage in the center is that we would be having a clear look at the water fx, that would be added later on.
For the cage, I started by taking a grid and giving it divisions according to the size needed for the cage holes. For creating this mesh, I used the technique included in extrude. In this case, I made the faces have an individually unique, so that it takes up the process respectively. Later on I added a negative inset value and extruded it. And thus getting the result of the cage.





For the end, I added some pipes to get a better old sci-fi look. To achieve this, I took a line, added segments and edited the points unequally. Followed by beveling the points in order to get the smoother curves at the turnings. And then I used the poly wire node, which resulted into getting the pipes.



workflow

This was also an other version that I modeled, where the floor was much thicker and the cages were on the side. But I did the changes as it was fit to project and also by taking notes by other members of the group.

I am pleased to share with you the completed floor plan that has been agreed upon. It is a thoughtful amalgamation of type 1 and type 2 layouts, designed to provide ample space for the various furniture pieces we require, including a desk, prototype stand, and comfortable couch. This final configuration has been carefully chosen to meet our needs and ensure a productive and comfortable working environment.So, this is the final version of the floor that we all decided to go with. Basically, it is a version that includes type 1 and type 2. This was done specifically so that the rest of the furniture such as the desk, Prototype stand, couch and the rest have proper space.
To create the texture, I utilized the Arnold surface shader and applied a brushed metal effect. Additionally, I incorporated an HDRI image from polyheaven.com to achieve the desired lighting.For the texturing part, I have used shader of brushed metal in the software of Substance painter. Along with this I also custom painted the floor as well as the the gride so that it matches the flow and make it much more realistic. And for the lightning i have used an HDRI image from polyheaven.com.





