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art deco cabinet front substence painter render.jpg

the project was to created and advanced from the Adobe substance painter tool or unreal engine

Substance Painter and Game Engine

Substance painter cumbered. 

art deco chair front substence painter render.jpg

What this Project was meant to showcase.

Part 1: Modelling and Substance Painting.

Creating the chair and wardrobe assets in Maya. And UV unwrapped them to export them into Substance Painter. After I exported into Substance Painter I exported the newly made textures into the Maya file.

part 2: from Maya to Gaming engine.

The goal of this part of the project was to create a pavilion in Maya and export it into substance painter and combine them in unreal engine to create a camera movement simulation. for this I also had to create two more assets, the Roman sward and shield. after combining all assets into the game engine I collected the plants from a free public use site to add to the scenery as was the assailment.

 
(Non of the plants in the background were made by me only the assets in the pavilion.)

thomas wm table render view 1.png

Decade bed side table 

Using Adobe Substance Painter to paint on the UV maps in order to create a texture that would make the the wardrobe go from a bland looking object With no surface Into a fully Used Asset That looks decayed enough to look believable.

© 2023 by Thomas W Murphy. created with Wix.com

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