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Alchemist's Table

A project I started working on as "I'll just keep making assets". This was an exercise in general baking and painting, wanted to work on habits and consistent workflow, just to genuinely put the hours in. Also, first ever animation in UE, so still learned something new! Glass was a pain in the back and at some point I just wrote it off, perhaps another time... Blender for models, substance painter for bakes and painting, UE for render. Materials are both from SP source and the free exchange platform. Music by the one and only:

Not As It Seems - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Alchemist's Table

Loved making the books, I've made one model and just textured it several times.

Loved making the books, I've made one model and just textured it several times.

Last minute addition was a sleeve for vials to hide some of the glass as I did not like how UE deals with DOF and overlap on the shader.

Last minute addition was a sleeve for vials to hide some of the glass as I did not like how UE deals with DOF and overlap on the shader.

Loved every second of this knife, especially as I made one in real life not long ago. I am particularly happy with the Damascus steel which I've made in designer

Loved every second of this knife, especially as I made one in real life not long ago. I am particularly happy with the Damascus steel which I've made in designer

A little denser than I'd have liked it, but since it was pretty much a "macro" shot of a table, I wanted to make sure there are no jarring square edges

A little denser than I'd have liked it, but since it was pretty much a "macro" shot of a table, I wanted to make sure there are no jarring square edges

Once again, a few extra loops here and there, since I knew I'd be getting up close and personal with this centrepiece.

Once again, a few extra loops here and there, since I knew I'd be getting up close and personal with this centrepiece.

The final scratches in engine were handled via detail map, there was no reasonable resolution that would offer that effect on individual texture

The final scratches in engine were handled via detail map, there was no reasonable resolution that would offer that effect on individual texture