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Tropical Dish
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Tropical Dish

Taylor Medve
by taylormedve on 28 May 2023 for Rookie Awards 2023

Over the last three weeks, I have been working on a realistic tropical dish scene where the focus is creating realistic materials/textures in Substance Painter and Designer and applying them to a small scene in the Unreal 5 Engine. I decided to create a fun and bright tropical scene showing a raw and cooked version!

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Over the last three weeks, I have been working on a realistic tropical dish scene where the focus is creating realistic materials/textures in Substance Painter and Designer and applying them to a small scene in the Unreal 5 Engine.

Inspiration- The main inspiration behind this dish was to create something bright and colorful and create assets that use multiple materials. I also wanted to focus making on a smaller environment as my previous environments have contained several single material assets.

Modeling- For each of the assets, I started with basic low poly models with some additional beveling added later. The focus was mainly on the mackerel and fruit assets for this project so the palm and sticks were secondary characters. The mackerel was then retopologized, UV'd and brought into Zbrush for some details that I could bake in through Substance Painter. I knew in advance that I would be making the scales in Substance Designer instead of Zbrush to advance my skills in said program.

Texturing- For the textures, I started a majority of the textures using materials I made in Substance Designer, but when brought into Painter and later Unreal 5, I had to make some adjustments and a lot of hand-painting with coloring. A majority of the assets share nearly the same texel densities, so all of the textures were set for 2048px.

In Painter, there was a lot of hand-painting to be done, not just in the base color, but also in roughness, normals/height, metallic, etc. Since the mackerel had several materials made, I couldn't just UV the sections that materials would easily apply to, I had to create several masks to blend each section properly. Below is the final painting of the maps used for the mackerel, applied on the model and flat. Through Unreal, I adjusted the maps separately to match the final look in Painter. (Image Order-Base Color, Roughness, Normals, Metallic, Height)

Final Renders and Video


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