After finally deciding on a visual tone I wanted to show the layers of history that exist in this office, meaning this scene would consist of objects from a number of eras. I wanted each object to have a lot of care put into it so most objects in the scene, including wall panels and furniture, use high-poly bakes that fit the meshes, rather than tiling materials. The workflow for the creation of each asset is a little different depending on how aged it is and its base material, but generally I used Maya for base modeling, ZBrush for detail sculpts, and Substance Painter for baking and texturing. For example, most of the wooden objects in the scene are the oldest and most worn, so I modeled the disassembled pieces in Maya then took them into ZBrush to sculpt worn edges, dents, and dings in the metal parts, and large scratches from the furniture being moved over the years. I then reassembled them and use that more damaged version as the high-poly model for baking in Substance Painter. This method applies to things like the radiators, wall panels, and chairs in the scene. For the wood, I also separated and rotated UV map edges corresponding to seams where the wood grain changed direction and of course overlapped UVs where two mirrored sides wouldn’t be visible from one angle.