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Antique Shop Desk | 3D Generalist Scene

It's been my dream to be able to bring to life amazing scenes in a digital world, and I am very excited to present my first CG Environment created for my Think Tank first term’s final project. I hope you like it.

It's based on the original concept of Martin Teichman called Antique Shop.

I want to thank my mentor Pablo Hurtado for being so patient and for giving me amazing feedback. It really helped me connect all the dots; and my classmates, because they made this term very fun and enjoyable and my family for always being supportive.

I look forward to continuing to grow as a CG Environment Artist and create more amazing scenes. I hope you liked it.

Awards and Recognitions

Awards and Recognitions

After working very hard for 4 weeks, I finally have the last version of my final project for term 1 at Think Tank Training Centre. It's based on the original concept of Martin Teichman called Antique Shop.

After working very hard for 4 weeks, I finally have the last version of my final project for term 1 at Think Tank Training Centre. It's based on the original concept of Martin Teichman called Antique Shop.

Here is a little time lapse of the entire process.

Hero Prop - Fan

Hero Prop - Fan

Hero Prop - Fan

Hero Prop - Fan

Hero Prop - Beer Stein

Hero Prop - Beer Stein

Hero Prop - Caserole

Hero Prop - Caserole

Hero Prop - Horse Statue

Hero Prop - Horse Statue

Hero Prop - Telephone

Hero Prop - Telephone

Hero Prop - Computer Chips

Hero Prop - Computer Chips

Hero Prop - Metallic Cup

Hero Prop - Metallic Cup

Close Up Video

When I was choosing the concept for my final project, I knew I prioritize quality over quantity, I wanted to be able to fully complete a project from beginning to end and make it look professional. My goal is to be able to create assets that look like rea

When I was choosing the concept for my final project, I knew I prioritize quality over quantity, I wanted to be able to fully complete a project from beginning to end and make it look professional. My goal is to be able to create assets that look like rea

In order to fulfill this asset in 4 weeks, I drafted a very detailed schedule of every step of the process including estimated times for each asset in each stage (Blockout, Polish, Texturing, Lookdev/ Lights). And over 222 hrs later the project was done a

The texturing part of the project was very important because at the end that’s what really sells it, it’s also my favorite. I wanted it to look photorealistic and to add some level of wear and tear that would tell a story and bring it to life.

The texturing part of the project was very important because at the end that’s what really sells it, it’s also my favorite. I wanted it to look photorealistic and to add some level of wear and tear that would tell a story and bring it to life.

In order to achieve this I did an extensive search for reference pictures of the different props in real life with different levels of use, stains, rust, etc. Then in Mari I combined the most interesting elements and painted them over the assets.

In order to achieve this I did an extensive search for reference pictures of the different props in real life with different levels of use, stains, rust, etc. Then in Mari I combined the most interesting elements and painted them over the assets.

Once I was happy with my textures I baked them and brought them over to maya where I started the look dev process, going back and forth with the different maps and materials to achieve the look I wanted. I also created lots of materials directly on maya.

Once I was happy with my textures I baked them and brought them over to maya where I started the look dev process, going back and forth with the different maps and materials to achieve the look I wanted. I also created lots of materials directly on maya.

For the final week I was missing the little details in the scene that would essentially bond everything together and make it look complete, and these were the different decals/labels etc. I did this by painting the UV’s of these items in Photoshop.

For the final week I was missing the little details in the scene that would essentially bond everything together and make it look complete, and these were the different decals/labels etc. I did this by painting the UV’s of these items in Photoshop.

Here is a little run-through the different displacement maps of the final product.

Finally, I adjusted the lights a bit better to match the concept, and added some fog to create the haze coming out from the desk lamp. I also did some color correction and final composition in Photoshop, giving me the final product.

Finally, I adjusted the lights a bit better to match the concept, and added some fog to create the haze coming out from the desk lamp. I also did some color correction and final composition in Photoshop, giving me the final product.