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3D Assets for Volatile Vacuum Vexation

Volatile Vacuum Vexation is a game conceptualized and designed by Callum Maclean (cmacleanart@gmail.com). This game was created by a collaboration of students within multiple areas of the game design spectrum to include Game Designer, 3D Artists, 2D Artists, Technical 3D Artist, VFX, etc. Some students held many hats as well throughout the designing phase. Our Technical 3D Artist, Dominic Sanchez (dominicsanchezart@gmail.com), created a parent material that was used on all 3D assets to create a unified stylistic look.

For the five props that I created, the swing, two lamps, BBQ grill, and the ceiling fan, I was given concept art and direction from the art team as I created the models and textures. Concept art pieces were from Baethan Dinn and Andrea Ramos. I created the models in Maya and textured them in Adobe Substance 3D Painter. After adding them into Unreal Engine, I created a material from the parent material and added my textures I exported from substance painter.

Rendered in Unreal Engine, Image compiled in Photoshop

Rendered in Unreal Engine, Image compiled in Photoshop

Rendered in SketchFab, Image compiled in Photoshop

Rendered in SketchFab, Image compiled in Photoshop

Game Demo Clip. Rendered in Unreal Engine

Rendered in Unreal Engine

Rendered in Unreal Engine

Rendered in SketchFab, Image compiled in Photoshop.

Rendered in SketchFab, Image compiled in Photoshop.

Game Demo Clip. Rendered in Unreal Engine

Rendered in Unreal Engine. Pieces are separate to ensure flexibility for how it can be broken within the game.

Rendered in Unreal Engine. Pieces are separate to ensure flexibility for how it can be broken within the game.

Rendered in SketchFab, Image compiled in Photoshop

Rendered in SketchFab, Image compiled in Photoshop

Game Demo Clip. Rendered in Unreal Engine

Rendered in Unreal Engine. Pieces are separate to ensure flexibility for how it can be broken within the game.

Rendered in Unreal Engine. Pieces are separate to ensure flexibility for how it can be broken within the game.

Rendered in Unreal Engine. Pieces are separate to ensure flexibility for how it can be broken within the game.

Rendered in Unreal Engine. Pieces are separate to ensure flexibility for how it can be broken within the game.

Rendered in SketchFab, Image compiled in Photoshop

Rendered in SketchFab, Image compiled in Photoshop

Game Demo Clip. Rendered in Unreal Engine

Rendered in Unreal Engine. Pieces are separate to ensure flexibility for how it can be broken within the game.

Rendered in Unreal Engine. Pieces are separate to ensure flexibility for how it can be broken within the game.

Rendered in SketchFab, Image compiled in Photoshop

Rendered in SketchFab, Image compiled in Photoshop