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MONSTER HUNTER PLATTER
SCAD: TECH 311 | DIGITAL MAT AND TEXTURES
COMPLETED FALL 2020
HIGH RESOLUTION RENDERS










PROJECT BRIEF
Explore texture design in a 2D/3D software integration, learn about creating believable organic textures in a variety of software programs, extract the texture grid from a model, paint textures in a partner software package, and apply said textures to model, and finesse the texture to specific design directives.
REFERENCES



With Organic textures and realism being the goal of this project, I have a strong love for food and cooking and decided to do a food platter based on one of my favorite video games, Monster Hunter World. The game has a superb variety of themed food platters for various occasions. With my mother being from Shanghai, I decided to make a food platter based on classic dishes from her hometown.
SOURCE: CAPCOM
WORK IN PROGRESS
As an advocate for creating my own assets and models, I decided to make my own instead of searching for free ones. I did some research on what foods are classic dishes from my mother and what she has cooked in the past. Within the platter are braised pork, Shaolong bao, scallion pancake, fried fish, shrimp, and tofu. The tofu and shrimp on skewers and the tankard with ale are based on the utensils in the game for each platter.

Most food textures in this project are personally taken by me as my mother and I cooked the classic dishes. I photographed them on my DSLR Canon camera during a cloudy day for diffuse lighting. The shrimp was caught in our backyard dock and cooked without seasoning. Only the braised pork as well as the old version mold samples were from pictures online. Wood textures are from textures.com.



During this project, I was still learning how to UV properly especially integrating taken photos in combination with Substance Painter to create textures. Here you can see the continuation of the clay pot rims were not lining up because of the UV layout.

When using Cat-Clark displacement in Arnold Maya (Arnold settings on geometry itself) there was an issue with the displacement not properly showing on the tankard body.
There were also faceting issues I had to fix along the way as I was texturing like the clay pot.
THE FIX: When exporting PBR materials from Substance Painter, I had to take the extra step of bringing the normal map into Photoshop and saving it there again as a TARGA. Only then would the Normal mapping would show properly. Within the shader settings for displacement in the texture map, I had to check "Alpha is Luminance" and uncheck RGB image reading, and activate "Ignore Color Space."
PROCESS



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