1920’s Interior
An environment inspired by reappropriating Chinese influences on Art Deco furniture.
In engine Screenshots








Construction Highlights:
Raining Window:
In order to create fake depth within the material as well as a faux raindrop on the glass, I connected a bump offset to the Base Color Texture parameter. The normals would pan with an alpha generated in Substance Designer, but knowing that the lights of the city were emissive, I attached the same bump offset node to the emissive channel of my MRE. The metalness of the surface created the reflection of the glass.
In order to create fake depth within the material as well as a faux raindrop on the glass, I connected a bump offset to the Base Color Texture parameter. The normals would pan with an alpha generated in Substance Designer, but knowing that the lights of the city were emissive, I attached the same bump offset node to the emissive channel of my MRE. The metalness of the surface created the reflection of the glass.
Modular Walls:
In order to be economic with texture memory and practice modularity. I modelled the walls and UVed them so that the same texture asset would be able to map seamlessly with various models.
In order to be economic with texture memory and practice modularity. I modelled the walls and UVed them so that the same texture asset would be able to map seamlessly with various models.
Marble- Topped Side Table
Art Deco furniture structurally echoed the architecture of the era. I knew that the negative spaces in between the legs were necessary and unable to ignore, so I focused on making the surface simple but elegant to save on poly-count. I used Substance Painter to mimic the look of marble, playing special attention to create the iconic flecks of gold in the veins.
Art Deco furniture structurally echoed the architecture of the era. I knew that the negative spaces in between the legs were necessary and unable to ignore, so I focused on making the surface simple but elegant to save on poly-count. I used Substance Painter to mimic the look of marble, playing special attention to create the iconic flecks of gold in the veins.
Programs Used:
Maya, ZBrush, Substance Designer, Substance Painter, Unreal Engine 4