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Candy shop modelling

  • amandabruce49
  • Nov 8, 2015
  • 2 min read

I finally finished the more polished and accurate concept of my design at the start of this week. There are a few small details that I will model into the final scene as well.

This week I was carrying on with modelling my stylised shop. Last week I had modelled the majority of the building which just left the smaller assets that populate the area.

Here is a render of most of my assets ready and modelled. I'm pleased with the way everything looks as I'm going for a low poly and painterly style so most of the work is in the textures.

I had a chat with one of the tutors and I realised I needed to make the sweet wrapper on the top a bit bigger as it's the main feature of the shop.

This is the way I plan to set up the scene in Unreal Engine, this is just a little blockout view to get the idea across.

I've arranged my texture sheets quite simply. I have used 3 1024x1024 for the main building, outdoor assets and then the smaller assets too. I've split up the last 1024 texture sheet into 2 512x512 for the textures of the base and the emissive lights.I plan to use the last 2 512 texture sheets for roughness on the candy wrapper and some other assets as they need to be shiny.

So by midweek I had started my hand painted textures. Here's my progress so far.

I'm fairly happy with the textures at the moment as I'm aiming for a painterly style, the only problem is how long it takes me to hand paint all the textures. As I'm new to ditigal painting and still trying to come to grips with it it's been hard to paint quickly, however I have left the last week to finsh textures and work in engine with the emissive lights I've made and get everything working.

I'm on schedule with my timeplan and I'm positive that I will complete this project on time with a good quality piece of work at the end of it.


 
 
 

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