3D Environment - Blender - Mona Art House
Reference photos

Reference photos

Overview of the 3D scene

Overview of the 3D scene

AO view

AO view

The unique assets I modelled and textured

The unique assets I modelled and textured

This is how the scene ultimately is exported, as a projected texture on a flat plane with the table surface cut out to define the playable bounds when exported to unity.

This is how the scene ultimately is exported, as a projected texture on a flat plane with the table surface cut out to define the playable bounds when exported to unity.

3D Environment - Blender - Mona Art House

This is an environment I made for the mobile game Food Stylist, which used pre-rendered images from blender as backdrops to composite photo-scanned objects on top of inside unity in real time. This involved building out 3D environments according to reference and rendering out images from cycles as textures to be applied to simple meshes at runtime.
I had an opportunity to spend a bit more time on an environment during a sprint, and chose to work from a photo I took while on a trip. The reference photo was shot on Kodak Ultramax with my Minolta X-700 at Mona Farms in Braidwood, NSW. I was responsible for modelling and surfacing the unique 3D assets required for the scene, which included the chairs, table, door and railing outside.

Due to the fast turn-around required for the project, we used stock assets frequently on Food Stylist in order to build out environments quickly, and limited bespoke assets to foreground or unique objects that defined a scene. The vegetation assets are sourced from the Botaniq and Geo-Scatter libraries, and the floor and curtains material is sourced from the the Substance 3D asset library.

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