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  • Home
  • Portfolio
    • Studio Releases
      • The Dark Pictures Anthology
      • The Persistence PSVR
      • Battalion 1944
      • Rising Storm 2: Vietnam
    • Environments/Props
      • Asylum Manicomio Di R
      • Office Desk Phone
      • Felix Potin Shopfront
      • Stylised Witches Hat & Broomstick
      • Gothic Mausoleum
      • Industrial Generator
  • Sketchfab
  • About/Resume
  • Contact

Asylum Manicomio Di R

June 10, 2018 / Comments Off on Asylum Manicomio Di R

Asylum Manicomio Di R

Asylum Manicomio Di R was an Italian mental asylum abandoned in 1978. When I found a photo collection of this place online I was drawn to it, this desolate and worn environment had inspired me to recreate and portray as much of it as possible.

This was one of the many operating rooms in the asylum. Due to many variations of these rooms, gathering consistent reference images was a tricky task. The biggest challenge with building the props was to find enough angles to visualise the overall look. The chair in particular was difficult as I had to make up the back and underside as I couldn’t find enough reference. Once I had built the main props I then built the rest of the room and got to work creating the textures using Substance Painter and Designer.

Below are some screenshots of the whole scene created in UE4. The original plan was to create just a few key props in one of the medical rooms within the Asylum Manicomio Di R. It grew from there as I became more intrigued with the overall room itself. I built the rest of the room around the props and finished off the scene, overall I am happy with the result. The lighting is the most important part as it creates a calm yet eerie feeling to atmosphere. It was a challenge to get the lighting right and I feel as though I got it most of the way there.

Felix Potin Shopfront Reims Market

April 6, 2017 / Comments Off on Felix Potin Shopfront Reims Market

Felix Potin Shopfront

This is my interpretation of the Felix Potin Shopfront in Reims market square France in 1917. I could only find a handful of small photo references online so this started out as a difficult task from the get go. I planned out as much I could and drew up diagrams to guide me along the process, then got going.

The modeling process was fairly straight forward and the only real difficulty was knowing how to lay out the inside of the shop. Once I had the models ready I then brought the scene into Substance Painter. There were three unique texture sets to work on, (walls/ pavement/inner floor) (food/bottle set) as well as (signs/pipes/curtains/extras) the rest of it was tilable textures. I worked on these three sets back and forth giving each equal amounts of time.

Once ready then I imported the meshes as well as the textures into UE4 and set up a basic scene. The first screenshots shown below were rendered in UE4 and the second set were rendered in Marmoset Toolbag 3. I have included the reference images of the shopfront, these being the best images I could find.

Overall I am happy with the result and I really enjoyed putting this together. I feel that I created a grounded and realistic interpretation of the Felix Potin Shopfront in Reims market square.

Gothic Mausoleum

July 4, 2016 / Comments Off on Gothic Mausoleum

Gothic Mausoleum

I started a job at Antimatter Games in Falmouth as a 3D Environment Artist and this was my attempt at the art test they sent me. The brief was to create a Mausoleum, they left it to me to come up with ideas and designs. I felt that Gothic architecture was the ideal foundation for the mausoleum, I did a lot of research into what style traits Gothic buildings had. I looked mostly at mausoleums in London, there were a group in particular called the Magnificent Seven. These were seven large Victorian-era cemeteries with a lot of heritage as well as Gothic architecture. I did a lot of mood boards and picked out parts that I wanted to infuse into the final design. The design I settled on was a mixture of different parts that I liked from different mausoleums, I decided to keep it small to keep it manageable in the time I had. I spent roughly two weeks putting it together and importing it into UE4, I then packaged it up and sent it Antimatter Games and they were impressed with the result. It was an enjoyable experience and I learnt a lot whilst putting this together.

Below you can see some screenshots of the final result as well as an interactive turntable hosted on Sketchfab.

Industrial Generator

July 4, 2016 / Comments Off on Industrial Generator

Industrial Generator

Here is an industrial electrical generator asset that I modeled and textured using Substance Painter. This was a great exercise to understand painter better as before this I was primarily using the Quixel Suite for texturing. When I used Substance Painter I found it to be intuitive and manageable and this helped me understand the pipeline and enjoy the process. I found quite a few reference images for generators, I chose the ideas that I liked best and mixed them up. I wanted to add wear and tear to the industrial generator to give it some depth, most of the references I had didn’t have any. I spent roughly 1 week making this asset and also getting to grips with Substance Painter and understanding it better. Overall I am happy with the result, the main change I would make would be the edge wear. I feel that the wear is too heavy and consistent. I was happy with the rust marks as well as the grunge around the dials and grills. It was a nice asset to work on and I enjoyed working on it.

Below are some screenshots showing the Industrial generator as well as an interactive turntable.

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