A not so classical witch races to win the title of champion through a cyber-fantasy city
Year: Summer 2021
Role: Environment Artist
Responsibility: Environment modeling, shading, and layout
Tools: Maya, Substance Painter, and Photoshop
[All characters, art and images are property of SCAD Animation Studios: Savannah College of Art and Design]
A not so classical witch races to win the title of champion through a cyber-fantasy city
Year: Summer 2021
Role: Environment Artist
Responsibility: Environment modeling, shading, and layout
Tools: Maya, Substance Painter, and Photoshop
[All characters, art and images are property of SCAD Animation Studios: Savannah College of Art and Design]
The Elves and the shoemaker
The Elves and the shoemaker
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 >








< 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.



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.



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



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!

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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.

Final Result


Star Shape
Marble
Base Tile
Base Color
Marble Applied
Random/Tile Fragment
Normal
Roughness
AO
Height
Metallic
Reference

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.

Final Result

Without Decals

Decals

BaseColor

Normal

Roughness

AO

Metallic

UVs