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Lamp Type 75 model for UnrealMadrid archviz project

This a 3d model created for my walkthrough archviz project, UnrealMadrid. It's a recreation of a lamp Type 75, a classic o modern lighting that wanted to be in the project bedroom. Modeled in Blender, baked in Substance Designer and textured in Substance Painter, this piece of lighting made enjoy this work by its details and even trying to lower the polycount.

All the images have been taken in gameplay with the custom "Photographic Mode" that allows the user taking photos and save them in the computer with your preferred name.

This is the lamp Type 75 in Chrome. The image has no postprocess and the glare effect is created naturally with the sun reflections in the lamp cover.

This is the lamp Type 75 in Chrome. The image has no postprocess and the glare effect is created naturally with the sun reflections in the lamp cover.

A detail of the joint of the lamp with its cable that is ceated with a custom spline blueprint actor of Unreal, very easy and save face count.

A detail of the joint of the lamp with its cable that is ceated with a custom spline blueprint actor of Unreal, very easy and save face count.

The springs are in separated meshes, instanced and placed in the bolts. I calculated that this way the whole piece was more performant.

The springs are in separated meshes, instanced and placed in the bolts. I calculated that this way the whole piece was more performant.

The lamp in green changed with the custom "Decorator Mode" in gameplay.

The lamp in green changed with the custom "Decorator Mode" in gameplay.

A detail of the springs but in blue color.

A detail of the springs but in blue color.

A view from the other lamp with the alarm clock at its side. Black looks more elegant.

A view from the other lamp with the alarm clock at its side. Black looks more elegant.

The holes of the upperside are not modeled, They're made just with an opacity mask.

The holes of the upperside are not modeled, They're made just with an opacity mask.

The high poly in Blender

The high poly in Blender

Working in Substance Painter. Separated in materials and creating masks.

Working in Substance Painter. Separated in materials and creating masks.

That's my references. I took the size from a catalog and start to modeling.

That's my references. I took the size from a catalog and start to modeling.