At this stage, I was also working out what texel density I was going to use so that all future assets are felt as parts of the same world, and not out of place. Working on these large assets helped me to tackle any scaling and design issues early on.

Next, I worked on the smaller assets such as props such as the furniture, picture frames, cash registers, exit signs, and jewelry. These assets were all modeled and then textured in Substance Painter/Photoshop. Amazon helped a lot with the dimension references.

After creating the general space of the jewelry store I then moved to the story-telling aspect of the scene. I ended up drawing a quick top-down flow map to organize the series of the events that took place in the store to express the story of a robbery. I created such assets as broken displays, heist equipment, footprint decals, and dropped cash. I also went back readjusting certain assets that were already in the scene such as the busts and mirrors and tipped over stools. After completing the interior I moved on to creating an exterior to make the scene a part of the world instead of an empty void.