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Candlestick

In this project, I really focused on material transitions and a realistic sense of lighting from the lightning outside. I also learned how to use the cascade particle system in unreal and implemented some particle effects into this project such as the lightning, dust, and rain.

Rendered in Unreal Engine 4

Tools: Maya, Substance Painter, Substance Designer, UE4

Created all aspects of environment.

March 2021

Fly-Through

Pre-Production

candle_01.jpg
candle_reference.jpg
candle_03.jpg
candle_04.jpg
candle_02.jpg

I began this project by compiling reference images of vintage Victorian candlesticks to base my 3D model off of. The top left image I used as reference for the cupped bottom look. I thought this added some visual interest to the so I wanted to include something like this. The image to the right I used as reference for the old, rusty, oxidized, and unpolished version of the candlestick and how it will look after the material transition. Beside that image is an image displaying the detailing on some candlesticks which I enjoyed and wanted to add to my design to make the candlestick have a more elegant look to it. The top right image I included in reference because I thought it had a nice overall shape to it which would be nice to replicate for my design.

The oil painting to the left is the complete look for the candlestick which I was trying to replicate. Positioning the candlestick on top of some older looking books heightens the importance of this image and makes it feel powerful which I wanted to include in my model.

State 'A' Materials

stateA_references.jpg
stateA_references_02.jpg
stateA_references_03.jpg

The candlestick will have a material transition occur throughout the video. These are the material references for the first instance. In this instance the candlestick will look very polished and clean

State 'B' Materials

stateB_reference_01.jpg
stateB_reference_02.jpg
stateB_reference_03.jpg

These are the references for state 'B' of the candlestick. For this part I was wanted the brass on the candlestick to look oxidized, worn, and unpolished. These are the references which I used to achieve this look in the second half of the video.

Style Reference

style_reference_01.jpg
style_reference_02.jpg
style_reference_03.jpg
style_reference_04.jpg

These are the reference photos that I used for the rest of the room. I was going for a Victorian Library style. I got a couple different reference images for how to light the room and how to make the wood pattern on the ground and the ceramic pattern for the ceiling.

CandleStick A

render_lit.png

Lit Render

wireframe.png

Tris: 5685

render_unlit.png

Unlit Render

CandleStick B

render_lit.png

Lit Render

wireframe.png

Tris: 5685

render_unlit.png

Unlit Render

Material Transition

transition_01.jpg
transition_04.jpg
transition_02.jpg
transition_05.jpg
transition_03.jpg

This displays 5 different stages of the material transition. You can see the polished and shiny brass in the top left. It can then be seen slowly changing to a rusty, oxidized, green throughout the transition.

Mat Function A

Mat Function b

mat_function_A.jpg
mat_function_B.jpg

Transition Mask

transition_mask.jpg

This is the code that activates the material transition

Transition Mask UV's

Transition Mask alpha

transition_mask_UVs.jpg
transition_mask_alpha.jpg

Blend Shapes

blend_shapes_maya.jpg

Blend shapes used for deformation - created in Maya.

Morph Targets

morph_target_01.jpg
morph_target_03.jpg
morph_target_02.jpg
morph_target_04.jpg

I used morph targets in UE4 to create the deformation of the candle melting. The different stages of the deformation can be seen in order from top left to bottom right.

Blueprint for Morph Targets

blueprint.jpg

This is the code that was used to allow me to control the morph targets using sequencer in UE4.

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