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Kim's Dinner

Feb. 2016

Realistic environnement built in Unreal for a school assignment. The rule was to make 5 assets (at least 2 modular assets) and make a room out of this. Dimensions of the room where also given.

So welcome to my beautiful dinner, where everything is pastel and nostalgic! I managed to cram a lot in each asset. Ex: the benches, table and everything on it is one asset.

Also reused a lot. The frame asset is also the window and also my menu.

Then 3 days before the due date I learn that we could go over 5 assets, the limit was to rein in ideas that would be too ambitious. So I added a last minute 6th item, the coffee cup, for environmental storytelling bonus.

Approx. 3 weeks of work

Tables and benches: It's all one asset. Benches, table, napkin dispenser, menu, mustard and ketchup. So that it would count as only one asset in my maximum of 5. I made two color variations to break the repetition.

Tables and benches: It's all one asset. Benches, table, napkin dispenser, menu, mustard and ketchup. So that it would count as only one asset in my maximum of 5. I made two color variations to break the repetition.

Counter. This is only one asset. The counter, seats, lights, mirror, plates, glasses. It uses multiple id materials.

Counter. This is only one asset. The counter, seats, lights, mirror, plates, glasses. It uses multiple id materials.

Wall of Nostalgia: aka, how to dress a wall economically. Because they are black and white, it comes to a very low cost in terms of textures.

Wall of Nostalgia: aka, how to dress a wall economically. Because they are black and white, it comes to a very low cost in terms of textures.

Windows and frames: same asset. Only, one is transparent with fresnels while the other is just very glossy with pictures.

Windows and frames: same asset. Only, one is transparent with fresnels while the other is just very glossy with pictures.

Bonus points were given if the room told a story. So I used one asset to tell a very simple story.

Bonus points were given if the room told a story. So I used one asset to tell a very simple story.

There was a weight limit to the file we had to hand in. i was well within it, with low-poly assets and not many textures.

There was a weight limit to the file we had to hand in. i was well within it, with low-poly assets and not many textures.

I had diffuse, spec, normals and roughness for the assets that needed them. I saved a lot of space with a neat little trick. Since all the pictures in frames were b&w, I saved them in the RGB channel of one texture and got 3 pictures per map.

I had diffuse, spec, normals and roughness for the assets that needed them. I saved a lot of space with a neat little trick. Since all the pictures in frames were b&w, I saved them in the RGB channel of one texture and got 3 pictures per map.