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Haunted Room

3rd Year Environment Module - Haunted Room
This project gave me the opportunity to research and play around with vertex painting, decals, blueprints particle systems. I learnt more about the pipeline for 3D assets. If I could change anything, I would reduce my polycount further on the retopo assets as they are overly dense. I would also develop the lighting further to reduce overly dark areas where detail is lost.

Call out 1 - Candles and candle stick holder.
For the candle stick holder I modelled this in Maya with the use of Sub-D. I then unwrapped this and textured it using a rusted metal tillable created in Substance Designer.
For the candles, I made the base shape in Maya and then brought each into Zbrush to sculpt further detail. To save on draw calls. I UV unwrapped all five candles onto the same UV tile and textured all together in Substance Painter.

Call out 2 Armchair and fabric.
For the cloth, I experimented with Marvelous to get a naturally falling and realistic looking fabric.
For the armchair, I first modelled in Maya using Sub-D. And then brought into Zbrush for further detailing. I used alphas to create the pattern in Substance Painter and then multiple dirt masks to ensure the chair fitted the grungy theme.

Call out 3 - Skull
For the skull, this was sculpted in Zbrush and then textured in Substance Painter.

Software Used: Maya, Zbrush, Marvelous Designer, Substance Painter, Substance Designer, Unreal Engine

Final Render (1.4)

Final Render (1.4)

Final Render (4.4)

Final Render (4.4)

Final Fly Through

Assets used.

Assets used.

Call out 1 - Candles and candle stick holders. See description for break down.

Call out 1 - Candles and candle stick holders. See description for break down.

Call out 2 - Armchair and fabric.

Call out 2 - Armchair and fabric.

Initial Concept Art

Initial Concept Art