Yoann AMAR ASSOULINE
3D Portfolio


As I'm developing my game Goldanniyatech alone and entirely from scratch, 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.

⚠️ All models, textures, and animations are handcrafted from scratch. I don't use generative AI or pre-made assets.

Portfolio Overview


Click on any thumbnail to see the detailed asset!

Halloween Pumpkin Jellyfish Gum Whimsical Horse Beta Jaded Bench Gate Light Carminic Candle Giga Padlock Fantasia Gamepad Metallik Shelf Yield Sign Sullen Door Futura Door Sodas Scarlet Mushroom Olive Tree

Creatures

Halloween Pumpkin Render

Halloween Pumpkin

This Halloween pumpkin was modeled in Blender and textured in Substance Painter. It comes in multiple variations (I'll add more renders soon).

For the animation, I initially experimented with Shape Keys for the eyes. However, since they aren't reusable across multiple models in Unreal Engine, I decided to remove them in favor of creating an armature for bone-based animations.

Halloween Pumpkin Render Halloween Pumpkin Render Halloween Pumpkin Render Halloween Pumpkin Render Halloween Pumpkin Render
Whimsical Horse ~ Beta Version Render

Whimsical Horse ~ Beta Version

This is the beta version of the Whimsical Horse creature I sculpted from scratch in Blender back in . It was a 3D concept for the first boss in my game.

Whimsical Horse ~ Beta Version Render Whimsical Horse ~ Beta Version Render Whimsical Horse ~ Beta Version Render Whimsical Horse ~ Beta Version Render Whimsical Horse ~ Beta Version Render Whimsical Horse ~ Beta Version Render Whimsical Horse ~ Beta Version Render Whimsical Horse ~ Beta Version Render
Gum Jellyfish Render

Gum Jellyfish

I've made this Gum Jellyfish creature from scratch using Blender for modeling and Substance Painter for texturing. I designed it for the underwater areas in my game.

I kept the custom rig (armature) as simple as possible, and used lightweight animations for performance reasons. That’s why I’m not scaling the head bone like real jellyfish, though I might experiment with that later 👀.

Gum Jellyfish Render Gum Jellyfish Render Gum Jellyfish Render

Props


Jaded Bench Render

Jaded Bench

Jaded Bench asset created in from scratch using Blender for modeling and Substance Painter for texturing. It was made for some royal avenues in my open-world game.

Definitely not made with Nanite in mind, so it was fairly low-poly at first 😅. That explains why I didn’t sculpt the wood 😉.

Jaded Bench Render Jaded Bench Render Jaded Bench Render Jaded Bench Render Jaded Bench Render Jaded Bench Render Jaded Bench Render Jaded Bench Render Jaded Bench Render Jaded Bench Render
Futura Door Render

Gate Light

The Gate Light asset was created from scratch in , using Blender for modeling and Substance Painter for texturing. Half of the particle effects are 3D meshes made in Blender, while the other half are pure Niagara sprite-based particles.

I spent a lot of time detailing the texture for this specific light 😅. It was definitely time-consuming, but also a lot of fun 😁.

Futura Door Render Futura Door Render Futura Door Render Futura Door Render Futura Door Render Futura Door Render
Carminic Candle Render

Carminic Candle

The Carminic Candle was created from scratch in . I sculpted the high-poly model (HPM) in Blender, then used the Decimate modifier in Blender to create the low-poly version (LPM), and textured it in Substance Painter.

I also used this model to experiment with Substance Painter’s Auto-Unwrap feature 😅. While it worked well, I eventually became extremely fast at unwrapping in Blender, so I decided to rely only on Blender for UV unwrapping moving forward!

Carminic Candle Render Carminic Candle Render Carminic Candle Render Carminic Candle Render Carminic Candle Render
Giga Padlock Render

Giga Padlock

This Giga Padlock was made from scratch in . I modeled and animated it in Blender, then textured it in Substance Painter. Like many of my models from that era, it wasn’t designed with Nanite in mind 😅.

To open and close the shackle, I've added an armature (custom rig of course) to make 2 bone-based animations: opening and closing shackle. Although I could’ve simply exported the shackle and rotated its Transform in Unreal Engine, I really wanted a more articulated animation to better match the stylized graphics of my game 😁.

Giga Padlock Render Giga Padlock Texture Breakdown Giga Padlock Texture Breakdown Giga Padlock Texture Breakdown Giga Padlock Texture Breakdown Giga Padlock Texture Breakdown
Fantasia Gamepad Render

Fantasia Gamepad

The Fantasia Gamepad was created from scratch in 2021. I modeled it in Blender and textured it in Substance Painter. It's both a collectible and a decorative asset in my game.

I also thought about making an animated version with joysticks, buttons, and arrows moving, but it’d be too costly from a performance standpoint. Making it a Skeletal Mesh in Unreal Engine (meaning adding an armature in Blender) would have a higher performance cost than a static mesh. And if I had to export each button separately, it would be around 15 meshes for a single gamepad, or maybe 10 if I could optimize performance by grouping two or three buttons into the same static mesh. This was definitely too much 😅.

Fantasia Gamepad Render Fantasia Gamepad Render Fantasia Gamepad Render Fantasia Gamepad Render Fantasia Gamepad Render Fantasia Gamepad Render Fantasia Gamepad Render
Metallik Shelf Render

Metallik Shelf

I've made the Metallik Shelf from scratch in , modeling it in Blender and texturing it in Substance Painter.

My goal was to create a stylized metallic shelf for a garage in my game. It was originally meant to be interactive, otherwise, I would’ve added stuff on it 😅.

Now it’s just a prop, optimized for performance 😉.

Metallik Shelf Render Metallik Shelf Render Metallik Shelf Render Metallik Shelf Render
Yield Sign Render

Yield Sign

I created this Yield Sign from scratch, modeling it in Blender and texturing it in Substance Painter.

Yield Sign Render Yield Sign Render Yield Sign Render
Futura Door Render

Sullen Door

I created the Sullen Door from scratch, modeling it in Blender and texturing it in Substance Painter.

Futura Door Render Futura Door Render Futura Door Render Futura Door Render Futura Door Render
Futura Door Render

Futura Door

I created this Futura Door from scratch in , modeling it in Blender and texturing it in Substance Painter.

Futura Door Render Futura Door Render Futura Door Render Futura Door Render Futura Door Render Futura Door Render Futura Door Render
Soda Lemon Render

Soda Cans

I made these Soda cans from scratch, modeling a single base can in Blender and creating multiple texture variations (or flavors) in Substance Painter.

Soda Lemon Render Soda Cherry Render Soda Cherry Render Soda Cherry Render Soda Cherry XL Render Soda Cherry XL Render Soda Cherry XL Render Soda Lemon Render Soda Lemon Render

Vegetation


Scarlet Mushroom Render

Scarlet Mushroom

I've made this Scarlet Mushroom from scratch using Blender and Substance Painter. It's a fairly classic and recognizable mushroom, but with the addition of emissive dots (or warts).

Scarlet Mushroom Render Scarlet Mushroom Render Scarlet Mushroom Render Scarlet Mushroom Render
Olive Tree Render

Olive Tree

I created this simple Olive Tree from scratch using Blender for modeling and Substance Painter for texturing.

I deliberately avoided sculpting the wood so it's pure box modeling 😅. Actually, the goal was to have a fairly basic olive tree for the game, with plans to make much more complex trees later on.

Olive Tree Render Olive Tree Render Olive Tree Render