Responsible for All Aspects
Year: 2022
Modeling in Maya
Texturing in Substance Painter, Photoshop
Render in Unreal Engine 4.27
Candice's Diner
Introducing Candice's Diner project, an environment designed for games using Unreal Engine 4. In this project, I honed my skills in modeling both organic and hard-surface elements using professional game development software. I delved into various tools and techniques commonly employed by artists in the game industry. The project involved creating four key assets, including a Static World Object Game Asset Model, Metal Surface Game Asset Model, Wall Structure Asset and Wall Components Model, and Non-Enterable Architectural Structure. Each of these assets required meticulous attention to detail and precision to achieve a cohesive and visually appealing game environment.
Final Renders
One day, while watching an episode of Phineas and Ferb, one of my favorite cartoons, I was amused by the plot where Phineas and Ferb decide to build a truck stop diner on top of their RV. This causes their sister Candace to be unable to relax and constantly worry about busting her brothers during the Flynn-Fletcher family road trip. This plot not only made me burst out laughing, but it also introduced me to the truck stop culture in the US for the first time. Intrigued by this, I conducted some research on truck stops and diners in the US and discovered that many of them feature a nostalgic, retro aesthetic with classic diner signage, stainless steel exteriors, and neon lights that harken back to the mid-20th century, adding to their unique charm. And it became the theme of this project.
Research and Mood Boards
Modeling and Texturing Assets
By referencing real photographs, I created the 3D models in Maya and applied textures using Substance Painter. As this was an environment asset for game production, I aimed to keep the overall polycount optimized. To achieve this, I removed unnecessary faces that wouldn't be visible to the camera, and utilized normal maps to add details in Substance Painter. In some cases, I created both high and low-poly versions of the assets and used Substance Painter to bake the high-poly details onto the low-poly models.