Goldanniyatech
Assets Breakdown:
Props


Goldanniyatech Cover

Overview


As I’m developing my game Goldanniyatech alone and entirely from scratch (without generative AI for content creation), I wanted to share a breakdown of a few 3D models to give some insight into my workflow and creative process 😁.

These models were created under open-world, time-budget constraints. Besides, they also take advantage of the Nanite technology, both for Static Meshes (models without deformation through bone-based animation or Shape Keys, though I never use the latter) and Skeletal Meshes (animated models with bones that deform the mesh).

I also wanted to highlight that my models are showcased using different rendering engines, depending on which best presents the asset. I alternate between Blender Cycles, Substance Painter IRay, and Unreal Engine’s renderer (in isolated scenes that more closely reflect in-game graphics).

As a result, there may be slight differences in how the models appear compared to their in-game versions 😉, since I adapt the lighting and environment specifically for portfolio-style presentation rather than gameplay.

I wanted to show a lot of architectural assets I’ve made alone, completely from scratch, for my game Goldanniyatech.

What’s interesting is that I created many of these assets without Lumen or Nanite in mind (way before Unreal Engine 5 😅), so they feature less detail than what I am potentially able to do.

Click on any thumbnail to see the detailed asset

Goldanniyatech Carminic Candle RenderGoldanniyatech Gate Light RenderGoldanniyatech Sullent Door RenderGoldanniyatech Yield Sign RenderGoldanniyatech Fantasia Gamepad RenderGoldanniyatech Fantasia Gamepad RenderGoldanniyatech Fantasia Gamepad Render