Retro Kitchen
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Retro Kitchen

Olivia Curelariu
by oliviacurelariu on 9 Mar 2021

I am happy to present my real-time Retro Kitchen. My goal was to build a small environment scene from scratch. This is my first scene of such amplitude, so while some things could have turned out better, I am really proud of the general outcome. This has been a great learning experience.

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The kitchen's layout is of my own design, which I have blocked out in ArchiCAD. Most of the modeling was done in Maya. I used Metashape for scanning the bread, Marvelous Designer for simulating the fabrics and Zbrush for cleaning/detailing some models and optimizing some processes. For baking and texturing I used Substance Painter & Substance Designer. In Substance Designer I created some materials and certain patterns that I wanted to have control over in Painter. The final scene came together in Unreal Engine 4, from which I took my high resolution screenshots and recorded the movie shots. 

I tried to optimize everything from triangle count and texture size to lighting builds and editor organization, because I am working on a 4 year old laptop and I wanted to keep my scene manageable. My scene has 437k tris. I only had a couple of 4K texture sets, the majority of textures being 2k and 1k, with some textures being smaller. 


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