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Duck Kitchen

For this project, I wanted to focus on acquiring some new skills. My focus would be creating tileable textures in Substance Designer, creating mid-poly assets, and using RGB masks in Unreal Engine. I also made a post process shader in Unreal Engine to create subtle brown outlines on all models.
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I learnt so much again, and I am happy with this cozy corner. I hope it makes your heart happy, as it did mine while making it. Now, onwards to new 3D adventures!
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The art I used as concept is by Julia Peng (@artbyjulia.png): https://www.instagram.com/p/Cs5VVJ-uXIy/
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Thanks a lot to my mentor Stefan Oprisan, and instructors Tiger Chuiqing Yang and Justin Wallace for your valuable feedback! And thanks to my various classmates for always saying "AWW" when I shared my screen :)
https://www.artstation.com/stefan0794
https://www.artstation.com/tigeryang
https://www.artstation.com/shingidora
All assets were made by me, except the water in the sink, for which I used this shader, which I customized by adding my own mask for the foam: https://www.fab.com/listings/c79d9412-99a1-45a0-bd7e-44d608268a1b
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P.S. Fun fact: the pie recipe on the wall is a simplified version of my late grandmother's Dutch apple pie recipe from 1976! DM me if you want it, I use it all the time and you won't find a better one 💕

Sculpts all done in zBrush.

Sculpts all done in zBrush.

Plants were all modeled in Maya, sculpted in zBrush and textured with Substance Painter.

Plants were all modeled in Maya, sculpted in zBrush and textured with Substance Painter.

Tiling textures all made in Substance Designer.

Tiling textures all made in Substance Designer.

These props were made with tiling textures and RGB masks for highlights.

These props were made with tiling textures and RGB masks for highlights.

The various phases this project went through. The black lines are my first attempt at the post-process shader, which I later finetuned to make soft, brown lines along all assets.

The various phases this project went through. The black lines are my first attempt at the post-process shader, which I later finetuned to make soft, brown lines along all assets.