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JAPANESE FOODS

TYPE

School Project

DESCRIPTION

With an aim to get familiar with SSS (sub-surface scattering) material, this project focuses on creating materials for Japanese themed objects like cherry blossom, mackerel, etc. The project follows the process from creating base materials in Substance Designer, then creating textures in Substance Painter and finally adopted and rendered in Unreal Engine. All created objects have two versions

YEAR

2025

GENRE

SSS Material, Hand-drawn Texture, Blueprint

SOFTWARE

Substance Designer, Substance Painter, Unreal Engine,

Maya, Rizom UV

UV

For mackerel, the most difficult is to create the strips on the back. Though it is not hard to think of the way to imitate the organic distortion of the strips, it is difficult to create the round end of the strips. Here I added a very thin oval at the end of the rectangle to keep the ends from producing too random sizes and shapes. However frankly speaking, there are still some differences between the realistic pattern and the one I created.

When it comes to shrimp body, it is important to divide the body into the right segments so that it would make later operations in Substance Painter much more easier. Here I analyze the basic pattern of the shrimp body at first and created the mask using Shape and Transformation 2D in Substance Designer.

 For the raw version, flour was painted at gaps and places obviously lower than surrounding ( see base color on the right)

In the cooked version, multiple brushes with different pattern and color were used ( see base color on the right)

Lower the “Mean Free Path Distnace” is, shorter distance can light path through, resulting the material is less likely to be transparent

© All created by Ryan Huang. Powered and secured by Wix

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