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Abandoned Carnival Cart

For this piece I wanted to focus on creating a larger prop, inspired by an existing concept. My main focus for the piece was translating a 2D concept to a 3D model, while still adding my own artistic liberties and influences as to not make it a 1:1 piece. For the workflow I mainly used midpoly modelling and tilable textures, with an RGB-mask shader to add unique wear and dirt to the materials. For details, like the signs and props, I used traditional high to lowpoly assets and decals to add more life to the scene.

The piece is heavily inspired by a concept for a Heavenly Candy Cart created by the artist Yari Lute. I was given permission to base my prop on the artwork, and also alter the existing concept to match my vision and goal. For other inspiration I also looked at games like Hunt: Showdown, Dishonored 2, and BioShock Infinite to create an unsettling piece that not only felt abandoned, but that something was also happening behind the scenes.
The environment props and background pieces were taken from The Carnival Environment asset pack by Rinalds Bitte and Leartes Studios.

I had a lot of fun working on this project. I spent a lot of time focusing on getting my shaders right with breakup textures and masks, resulting in a piece I am very proud of. Creating a scene that felt both abandoned and alive at the same time was quite challenging, but a fun challenge nonetheless!

Special thanks to my classmates and mentor, Gustav Larsson, for all the feedback, guidance and support through this project!

Original concept:
https://www.artstation.com/artwork/aYneN8

Video render with the moving elements of the scene. The movement of the cloth was created using Unreal Engine 5's cloth simulation and a wind shader.

Timelapse video of my progress in Blender and Unreal Engine 5 for my scene.

A studio render with the pieces I created for the scene.

A studio render with the pieces I created for the scene.

I mainly used a midpoly workflow, with feedback from industry professionals (specializing in nanites) for the geometry. The flags have extra geometry for the cloth simulation and I decided to model the bolts rather than use decals based on my art refs.

I mainly used a midpoly workflow, with feedback from industry professionals (specializing in nanites) for the geometry. The flags have extra geometry for the cloth simulation and I decided to model the bolts rather than use decals based on my art refs.

Materials I made for the project. 
I created 3 main materials (wood, metal, and fabric) which I then used to create variations with my material setup to achieve my desired result.
All materials consist of a basecolor, normal and ARM texture at 1024px/m.

Materials I made for the project.
I created 3 main materials (wood, metal, and fabric) which I then used to create variations with my material setup to achieve my desired result.
All materials consist of a basecolor, normal and ARM texture at 1024px/m.

A video showcasing the properties of my main material.
My goal was to create a user friendly, heavily customisable material that I could use for all my tiling textures.

A collection of all my references for this piece

A collection of all my references for this piece

A collection of my main references and concepts. 
Initially I started designing my own concepts but instead chose to base my piece on an existing concept, with permission to tweak it as needed to fit my vision.

A collection of my main references and concepts.
Initially I started designing my own concepts but instead chose to base my piece on an existing concept, with permission to tweak it as needed to fit my vision.