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Tommy Vercetti’s Luxury Suite
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This project was a roughly 3-week effort I took on to recreate the apartment of Tommy Vercetti from Grand Theft Auto: Vice City. I started it to celebrate the official GTA 6 announcement. I wanted to create my own take on Tommy’s apartment, making it feel genuinely lived in.
Since the apartment is part of the Oceanview hotel, I decided that instead of renting, Tommy purchased one of the luxury suite penthouse rooms. The room is still decorated with neon lights and has a double sink basin,perfect for those nights when Tommy’s been out having a good time and decided to bring things back to his place ;)
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Process and Details
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I started by gathering references from the original Vice City, loading up different game versions to find the consistent aspects of the room. I mapped out the floor plan and then researched items common in an 80s house or apartment, making sure to stick to the 1985 setting and avoiding anything too late in the decade.
I watched pop culture 80s movies and TV shows to document details. My goal was not just to replicate an authentic 80s Miami apartment but also to include humor and parody in classic GTA fashion. You can see this spin on pop culture references in the movie posters, record labels, and small sticker details around the TV and fridge.
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Optimization and Workflow
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Everything in this project was created from scratch by me. I reused some general clutter assets from my Mission of Mercy v2 project, but all the furniture, room structure, and 1980s specific clutter were made just for this scene.
All objects are Low Poly because my aim was to have this scene run cleanly at 60+ FPS on most current platforms. Additionally lower polycount gives me more room for clutter and storytelling without losing visual quality since I was aiming for a realistic style.
Texturing
All the furniture, cabinets, and hardware use one single material that takes advantage of a single 2048x2048 Trim and Bevel Sheet texture set (3 Textures in Total, Basecolor, Surface and Normal Maps). This provides a palette of surface types like Marble, Plastic, Wood, and Metal to unwrap almost all assets too.
I also created an ID mask that I didn't end up needing so I could have the added control over colors of the painted wood and plastic, allowing for variations without having to create multiple material versions. I also created separate, seamlessly tiling textures for the walls, floor, and ceiling. The walls, ceiling and floor are all mapped to a 0-1 UV space with the UVs already sized and tiled. This is done to save from needing to tile the textures in the shader later but still provides the ability to do so if desired. This was done to keep scale consistent to real-world dimensions and common tiling texture sizes to allow for a more optimal shader and setup pipeline while also providing flexibility for tweaking and swapping out materials later if needed.
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Project Notes
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I’m most proud of the turnaround; getting all of this done in only three weeks was a solid stress test for my workflow.
I managed to squeeze in the fish tank before my cutoff. Unfortunately, many of the glass settings in Unreal 5.5 had moved, so I struggled to find them in time, but the tank still turned out great, and I even animated the fish swimming around!
For my Key Hero props, I spent extra time texturing them in Substance to hand-paint details and refine them. This was a good change from bulk trim texturing assets, allowing me to add more story detailing to the textures. I also pushed the realism using decals throughout the interior, from floor scuffs and stains to corner edge wear on all the walls, to sell a consistent, lived-in feel.
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Technical Specifications
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Preproduction
- Research = Ongoing over the whole project as needed
- Blocking = 1 Day (6-8hrs)
- Detail Layout = 1 Day (8-10hrs)
Main Production (Modelling and Texturing was done back and forth so there's a lot of time overlap.)
- Modelling + UV = 7 Days (30 hrs)
- Baking = 3 Days (15 hrs)
- Texturing = 10 Days (40 hrs)
Post Production / Showcase
- Rendering, Editing and Showcase = 1 Day (12hrs)
- Total Production Time = 21 Days (8-10hr days)
Scene Detail
- Material Instances = 12
- Base Shaders = 3 (PBR, Glass, Neon Emissive)
- Texture Size: = 2048 x 2048
- Textures Total = 96 maps
- Models = 15423
Performance Targets (Realtime FPS)
- Highend PC (Radeon RX 7900 XTX, Ryzen Gen2 2700, 64GB) 200+ FPS
- Lowend PC (Radeon RX 560, Ryzen Gen2 2700, 8GB) : 60-120 FPS