top of page

Retro Barbershop

Unreal Engine 4 Environment Project for Game. The 90s retro and motorcycle theme barbershop in Virginia.

Responsibility: everything except foliage  (from Megascan) 

Tools: Unreal Engine 4, Autodesk Maya, Substance Painter, Substance Designer, and Photoshop

< Final Video >

< Final Renders >

RisaSuzuki_RetroBarbershop_still_01.png
ProcessStill_beauty.png
RisaSuzuki_RetroBarbershop_still_04.png
RisaSuzuki_RetroBarbershop_still_07.png
RisaSuzuki_RetroBarbershop_still_06.png
RisaSuzuki_RetroBarbershop_still_03.png
RisaSuzuki_RetroBarbershop_still_02.png
RisaSuzuki_RetroBarbershop_still_05.png

< Process >

STEP1 - Concept & Research: Last summer, I saw a cool vintage barber chair at my friend's house, and it's been always in my head since then. Also, Pixar's Soul is one of my favorite animated films, and in my opinion, one of the most iconic scenes in the film was the barber shot scene. Therefore, I decided to start working on a retro barbershop environment by following a video game pipeline for the first time.

01.png
colorParette_01.jpg
02.png

I did some fun little field research too! There're some retro theme barbershops in Savannah, so I visited two shops, The Barber Pole and Bell Barber Co. to take as many reference photos as I can, and asked the barbers about the use of some old tools and the history of a barbershop.

barber 01.png
barber 02.png
IMG_E2321.JPG

STEP2 - Analyzing Modular Pieces & Blockout: By researching the actual barbershop's layout, listed up the modular pieces, hero assets, and additional props.

modularPieces_01.jpg
modular 03.png
HighresScreenshot02.png

STEP3 - Modeling and Texturing Assets: By using the real photograph references, I modeled in Maya and textured in Substance Painter. Since this is an environment assets for game production, I created both lowpoly and highpoly versions for each assets and baked highpoly in Substance Painter to read as normal. It was my frist time tyring the method, but the details shows more than I expected and blowed my mind!  

suzukir_environmentprojectpart5.jpg
ruzukir_environmentprojectpart4A (3).jpg
ruzukir_environmentprojectpart4A (2).jpg
ruzukir_environmentprojectpart4A.jpg
ruzukir_environmentprojectpart4A (1).jpg
ruzukir_environmentprojectpart4A (4).jpg

STEP4 - Creating Floor Shader: I had specific preference for the floor and couldn't find the shader online, so I made by myself on Substance Designer! It was a quite a journy, but I'm happy with how it turned out. 

tile on sphere 01.png

Final Result

floor 01.JPG
tile node 01.JPG

Star Shape

Marble

Base Tile

Base Color

Marble Applied

Random/Tile Fragment

Normal

Roughness

AO

Height

Metallic

Reference

tile_04.png

STEP4 - Set Dressing: Imported all assets and texture maps to Unreal Engine 4, and worked on the set dressing. I tried to make not perfect for everything, so randomized the position and rotation even though it was a same asset. 

STEP5 - Look Dev: Finally, I did lighting and some final touches such as adding some decals and trees outside of the store, and more lookdev stuff on this scene.  I really try to get a barbershop after closed with nostalgic sunset mood. 

RisaSuzuki_RetroBarbershop_still_08.png

Final Result

ProcessStill_noDecal.png

Without Decals

ProcessStill_decal.png

Decals

ProcessStill_basecolor.png

BaseColor

ProcessStill_normal.png

Normal

ProcessStill_roughness.png

Roughness

ProcessStill_AO.png

AO

ProcessStill_metalic.png

Metallic

ProcessStill_UV.png

UVs

bottom of page