Website powered by

Lost Soul

This has got to be the most extensive project I have ever finished. I have wanted to make something complex for a while and what is more complex than an interior scene with a million props? I am so proud to say this project represents everything I know about the 3D workflow, including layout, modeling, sculpting, texturing, lighting, and rendering.

Thank you so much to Vy-Kim Nguyen for the amazing concept art. I had so much fun recreating it in Unreal Engine 5.

I will be making separate posts for some of the props.

Original Artwork: https://www.artstation.com/artwork/nJ2kZK

Beauty Shot

Beauty Shot

Beauty Shot

Beauty Shot

Blockout: For any modeling project, I always start out in Maya. However, for this one specifically, I used Manny from UE5 to best match the scale of the original concept art.

Blockout: For any modeling project, I always start out in Maya. However, for this one specifically, I used Manny from UE5 to best match the scale of the original concept art.

Orthographic reference for layout: I cropped and scaled the original concept art to use as a floor plan.

Orthographic reference for layout: I cropped and scaled the original concept art to use as a floor plan.

High Poly Pass: I laid out all the big furniture and props, which I will then return individually to the world origin to model them.

High Poly Pass: I laid out all the big furniture and props, which I will then return individually to the world origin to model them.

Sculpt Pass: I made the (almost) grim mistake of deleting hidden faces before bringing the models into ZBrush. The Z-Modeler saved my life, thankfully. From then, it's Trim Dynamic until it's done.

Sculpt Pass: I made the (almost) grim mistake of deleting hidden faces before bringing the models into ZBrush. The Z-Modeler saved my life, thankfully. From then, it's Trim Dynamic until it's done.

Original Artwork by Vy-Kim Nguyen

Original Artwork by Vy-Kim Nguyen

Original Artwork by Vy-Kim Nguyen

Original Artwork by Vy-Kim Nguyen