- Prop & Environment (2022) -
These are the jobs I've been working on this year, The Cash Register and The Abandoned Theater. I HOPE YOU LIKE THEM!
SPANISH NATIONAL CASH REGISTER - HERO PROP
With this work I have learned a lot as a 3D artist, blending hardsurface with ornaments. It has been a long but entertaining process to carry out, reaching a very satisfactory result. I wanted to create a small environment to highlight my prop, so I looked at some references for inspiration.
In the lighting phase, I decided to create a scene both day and night, so that I could create two opposite scenes. Thanks to this, I was able to work with subsurface scattering on the fabrics (courtain and lamp). It was a new process for me and I learned a lot about it.
I chose to make the Cash Register because I wanted to mix two styles, hardsurface and organic ornament modeling. This prop has been a challenge for me, and with it I have learnt many things, especially about texturing. In addition, I have improved my High Poly technique.
Now I'm going to show the workflow I've followed and the different phases ( High - Low -Bake - Texturing - Lighting ) My favorite phase was the High Poly, because in it you can appreciate all the small details and it's so realistic. For example, I loved doing the side of the Cash Register, and the area that has a welding part as if the zone were assembled.
Finally, I leave you a video so you can see better the 3D model from all its angles, also showing the wireframe so you can see the mesh of the prop.
ABANDONED THEATER - ENVIRONMENT
This project is based on the theater of 'The Pinnacle Theater' of The Last Of Us 2 and the environment 'Abandoned Theater' by Maarten Hof. I decided to do this kind of environment because I love abandoned places devastated by nature, I think they are beautiful.
This was the first environment I did, it was a challenge, and I wanted to do so many things that I didn't know where to start.
Thanks to this environment I learned many new techniques in Unreal Engine, for example new shaders, vertex painting, decals, lighting... It was a long job, and in the future I will continue to work on it because I want to do the back of the theater and improve others.
To do this work previously I had to look for many references, then I made a blocking, and when I had it more or less on track, I took it to Unreal
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