Alfie Lloyd's profile

Professional Work: Real-time VR


A few assets selected from my work as a Junior 3D artist working on a real-time VR outcome. I cannot disclose details about this project or much of my other work, but the specifications for these were for them to be optimised, efficient and with a good degree of visual fidelity. These are a mix of both set-dressing models and also those with functionality & interaction. 

The software used were: Blender for high to low poly modeling & UV unwrapping, and the Substance suite for texture creation. The final destination for these was Unreal Engine, so everything was built with the PBR real-time workflow in mind.


This was produced under budget, with a final tri count of around 3,400. This was largely produced using splines within Blender, allowing me a lot of control over the form & contours of the organic fabric parts of the shape. As the mesh needed to be optimised for VR, much of the final detail was added with heightmaps in Substance Painter.
The form of this asset was a welcome challenge, combining hard-surface with organic curves. I made use of the curve modifier in Blender for this, whereby I could create a base shape with good geo and then shape it around a bezier curve to provide the sleek and precise angle. The biggest challenge here was making everything line up nicely in every stage between the closed & open state, this was accomplished by taking my time working on a complex blockout before launching into high & low poly. Tri count came in at 1,200 for this guy.
My first professionally produced asset, I had to make consideration for pivot points and how the mechanism would work, so it could be animated to be interacted with later. This was a nice shape to find my feet with making assets in a professional environment to a provided specification. Tri count came in around 1,100 for this model.
One of two states that this mesh required, this had to be designed with motion in mind. The fabric pieces had to have a mode where they looked relaxed and idle without having a second UV map. Creating the fabric, nylon and buckle pieces for this was a good practice before working on the tourniquet picture above. Tri count for this was 7,200, a little higher than the rest (owing to all the fabric parts...) but still within budget.
Professional Work: Real-time VR
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Professional Work: Real-time VR

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