Imported everyhing into UE4 to really get the most out of the lighting. I looked at reference images of cafés and pubs at night and exaggerated some features to boost the atmosphere.
Irish Pub - PBR Diorama in Sketchfab. Sketchfab is great but can't compare to UE4 when it comes to lighting. Really happy to have gotten a Sketchfab Staff Pick on this one!
Overview of the entire composition in UE4. The volumetric lights really give that hazy/smokey pub feel and helps a lot to get the right atmosphere.
Lighting progress - 1: first setup, it felt all over the place. 2: more contrast, but almost feels creepy and not cozy! 3: feeling a lot more warm/cozy but a bit too red. 4: more balance, softer gradients. Subtle blue tones to give a bit of color contrast
Wireframe, which you can also check out on the 3D viewer > model inspector
Trim sheet I made completely in Substance Designer. With this I tried to keep a decent resolution without having to resort to huge texture maps. These are the textures used for Sketchfab, in UE4 the roughness and metallic are packed together (res of 512).
A small PBR diorama of an Irish pub. Textured with Designer and Painter. I tried to keep a nice resolution whilst still being rather optimized, so I created a trim sheet texture completely in Designer and used this to texture large portions of the interior. This way decent resolution can be retained without using massive texture files. I created the models first and then created a trim sheet for it afterwards, but next time I would like to try to do it the other way around. All in all it was a very nice exercise in the Substance Painter and Designer workflow and it allowed me to create something that was really missing from my portfolio; an interior. The textures are almost fully procedural and little to no hand painting was used (only for the small signs).