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Singular Prop Work

A game-ready asset created utilising high-to-low baking and texturing workflow inside Substance Painter. Rendered with Painters own Iray renderer. In Unreal Engine 4 the asset makes use of 2 shaders; one for the main body with an emissive function illuminating the time, and the other for the glass casing.

The intention with this prop was to explore hero prop creation but primarily put my knowledge of Painter to the test in creating a photorealistic game-ready asset in keeping with PBR,

This is not an original piece of my own but instead based on the concept art created by Dmitry Sorokin for the game Prey (2017).

https://www.artstation.com/dsorokin755

Base Colour w/ Packed UVs

Base Colour w/ Packed UVs

Roughness w/ exported textures. 
Occlusion, Roughness and Metallic are packed into the R, G, & B channels to reduce unique textures.

Roughness w/ exported textures.
Occlusion, Roughness and Metallic are packed into the R, G, & B channels to reduce unique textures.

Rendered inside the Unreal Engine 5 at 2k texture resolution.

Rendered inside the Unreal Engine 5 at 2k texture resolution.