Hard Surface Props
Here's an in-depth look at some of my personal hard surface work, separate from any game development project. All renders are captured in either Unreal Engine 5 or Substance Painter.
Tamagotchi

Beauty shot

All sides of my Tamagotchi prop

The view of my master material made with Unreal 5.

Beauty shot

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This is a 3D model I created based off of an AI interpretation of a Tamagotchi generated by my Modeling II professor, Nicholas hunter. I used a midpoly sub-D workflow, crafting the mesh in Autodesk Maya, then taking it into ZBrush to up its resolution and add some beveled edges with bevel pro. Afterwards, I decimated the highpoly, brought it back into Maya, and retopologized it to get my lowpoly. Finally, I took my high and low into Substance Painter for texture baking and texturing, and also took the UV maps into Photoshop to draw the face and add writing to the buttons. Once everything was finished, I placed my final asset with textures into Unreal 5 for to get my high resolution renders. The tri count for this model was 7942 tris; I gave myself a larger budget with this asset as it is meant to be a hero asset, therefore requiring higher fidelity for up-close viewing.
Girl Scout's Lantern
This prop was created based on some beautiful stylized art by Ruslana Gus on ArtStation. I used a midpoly workflow again, starting in Maya and bringing it into ZBrush to create a highpoly and add some polish to give the mesh a smooth, plastic look on it's outer shell. After doing the retopo using Maya's live surface and quad draw tools, I took it into Substance Painter for baking and texturing.
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While I have a good amount of work done on this particular asset, I still consider it a work in progress as I need to fix some issues I created with the UV map, finalize textures, and resolve some bake issues around the flower charm. I plan on finishing this and bringing it into Unreal 5 sometime this Winter, so keep an eye out for the final result!