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GARAGE ENVIRONNEMENT - FOCUS ON PROPS

An in depth look at some of the props I made for my garage environnement, available on my profile.

This model is put behind a glass in a box. The handle doesn't shades amazingly but it's hidden, so I kept it this way.

This model is put behind a glass in a box. The handle doesn't shades amazingly but it's hidden, so I kept it this way.

This model texture is shared with the Emergency Exit one, and all the trimsheets of the scene, as they all work together, thus limiting the GPU drawcalls.
Roughness map on bottom left.

This model texture is shared with the Emergency Exit one, and all the trimsheets of the scene, as they all work together, thus limiting the GPU drawcalls.
Roughness map on bottom left.

Roughness map on the left.

Roughness map on the left.

2048*1024
(Textures were packed in ORM mode in UE)

2048*1024
(Textures were packed in ORM mode in UE)

The two fixation points on the transparent part disappear in a gradient. It helps sell the illusion that  they fade in the part, instead of a sharp edge. Also the back of the model is textured because some of the Signs were broken and angled.

The two fixation points on the transparent part disappear in a gradient. It helps sell the illusion that they fade in the part, instead of a sharp edge. Also the back of the model is textured because some of the Signs were broken and angled.

Here I explain my thought process on plastic parts. As I am a product designer, I'm used to drawing plastic objects so when I'm modeling one, I'm thinking about the whole production process and implications. (Even thickness/Drafts/Shrinkage/Ra Rules/etc.)

Here I explain my thought process on plastic parts. As I am a product designer, I'm used to drawing plastic objects so when I'm modeling one, I'm thinking about the whole production process and implications. (Even thickness/Drafts/Shrinkage/Ra Rules/etc.)

This part of the texturing made me remember Geoffrey Rosin's breakdown of his Dishonored lamp. I tried to apply his teachings here. (I didn't put dead flies in the glass though, as I wanted to stay close to my reference! Really tempting...)

This part of the texturing made me remember Geoffrey Rosin's breakdown of his Dishonored lamp. I tried to apply his teachings here. (I didn't put dead flies in the glass though, as I wanted to stay close to my reference! Really tempting...)

The INCENDIE text is a floating part of the mesh with alpha masking. This way I can get a crispier text without having a gigantic texture.
This model could've had less tris. Especially the orange part, I should've dissolved more edges.

The INCENDIE text is a floating part of the mesh with alpha masking. This way I can get a crispier text without having a gigantic texture.
This model could've had less tris. Especially the orange part, I should've dissolved more edges.

512x512

512x512