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Luthier's Workshop

A small luthier's workshop scene.
Modeling was done using Maya, textures made using Substance Designer and Painter. The edge decals' high-res were sculpted in ZBrush. All rendered in Unreal Engine.

I took this opportunity as a way to figure out how to make a material that pseudo-randomly gives props a tint based on a tint-palette texture. That way every instance of a mesh has a slight color variation to help break up the monotony.

The final in-engine shot.

The final in-engine shot.

The final in-engine shot.

The final in-engine shot.

The final in-engine shot.

The final in-engine shot.

High and low res wireframes for the cello model, as well as an in-engine view.

High and low res wireframes for the cello model, as well as an in-engine view.

High and low res wireframes for the violin model, as well as an in-engine view.

High and low res wireframes for the violin model, as well as an in-engine view.

The textures for the cello and violin models, made with a combination of Substance Painter and Designer.

The textures for the cello and violin models, made with a combination of Substance Painter and Designer.

The modular meshes.

The modular meshes.

The modular meshes.

The modular meshes.

The modular meshes.

The modular meshes.

The modular meshes.

The modular meshes.

The Materials.

The Materials.