3D Model Portfolio

Tien-Yi Lee

Here are my 3D models


Hair Salon

Blender cycles rendered for Jina Hair Salon.

Jina asked for my opinion on her decoration idea, she picked some wallpapers and furniture but did not know if these were the right decisions. I made her a few models so she could preview them before purchasing.

Mage's desk

Maya Arnold rendered image. Followed Youtube tutorial.

The goal of this work is to learn the Maya workflow properly including modeling, materials, UV mapping, lighting, and rendering. I took notes on a lot of useful features such as using curves to make mesh, retopology, fixing UV, volume metric lighting, and more.

Bathroom

Blender cycles rendered image. Inspired by online interior design images.

My dream is to own a modern, beautiful, fancy house, and this would be the ideal bathroom interior design! I first adjust the camera focal length to get a rough scale based on the image and then adjust the details by looking at the reference.

Futuristic items

Blender cycles rendered for my game project Into the Light.

The light switch panel (top left) was challenging because it required beveling the inserting face (black) inside of the different beveled outer face (silver). I researched and found the mesh tools add-on with the bevel vertices feature to achieve this.

The storage box (top right) was interesting design-wise because we cut the box into three pieces, so we can paste multiple of them to extend the box size.

The terminal table (bottom left) is interesting to make when it comes to finding a perfect curve trying various of methods. In the end, I used a simple deform modifier orignating to an empty, applied all, and bridged edge loop.

Rail Gun

Blender cycles rendered for my game project Into the Light.

.All gun parts have a subdivision modifier to make the rounded edge that creates a futuristic aesthetic. The most challenging part is to maintain the topology and find the best curve of the edge at the same time. It was interesting to see the subdivision modifier can distort the emission color so I had to use edge creases to prevent the emission color from leaking out of the face.

To make this gun alive, I use the Unreal Material System to control the emission to glow and hide. By using parameters to control the emission strength and blend between the blue light and the original silver color, not only allows the programmers to access the shaders easily, it also makes the emission breathe smoothly.

Jorjin room

This is my project trying to model a 1:1 room on Blender when I was interning at Jorjin, I got the measurements from the laser measurement device!Moreover, I explored the glass shading nodes and had a great time tweaking them to create different glass materials to have a more realistic look.I am honored to contribute this to the future Jorjin Tour Guide App!

Jorjin Building

My first project at Jorjin is to make a 1:1 Blender model of the company building using screenshots from Google Maps and then calculate the correct scale using the focal length.I learned how to use the resources online such as materials and HDRI. I also learned the importance of cleaning vertices and parenting objects to build bigger projects and manage the workflow.This building model is planned to be the starting point in the Jorjin Tour Guide App where users enter the lobby, take the elevator, and enter the office.

TV

A 1:1 Blender model made for Jorjin's mmWave radar device. During the process, I learned how to put real-life images (took a picture of the TV screen and cropped it on my phone) onto blender models and challenged myself to recreate a brushed metal shader and use curves to model the wires. These models are also contributing to the future Jorjin Tour Guide App.

Logos

Logos for my game project teams and companies where I experimented new materials and lighting on Blender.Pending Studios (top left), glares and filters for Y2K aesthetic.
Hookah Daddy Taipei (top right), noise texture and bump represent the smoke.
A Cool Team (bottom left), glass nodes to create ice cube materials.
Jorjin (bottom right), logo covered by glassy wrap with physics.

Car Trailer

Blender cycles rendered images from my narrative car game Off the Streets trailer with motion blur, glare compositing, and UV map (neon city) animation.

cars

1:1 low-poly car models, rendered with the Blender Eevee bloom option and using light probes for baking reflections/indirect lighting. Car paint uses noise texture for base colors and voronoi texture for normal.

These are the car models used in my narrative racing game project Off the Streets and its trailor.

Floor plan

A house floor plan model that I created with Blender floor plan add-ons. Half of the furniture items are free online resources and I made the other half.

The most challenging part is to make sure the furniture has the correct ratio. I usually create a 1m^3 cube in my Blender file before making the furniture model just so I have something to compare visually and have the correct unit to adjust that is closer to real-life measurements.

perfume

A 1:1 Diptyque perfume Blender model. It is my favorite perfume and always has been on my computer desk, so I decided to recreate it on Blender.When I was engraving the Diptyque logo on the perfume cap using the boolean modifier, the face was cracked. I was able to fix it using shade-auto-smooth instead of shade-smooth. Then, I used the import images as planes add-on to render the perfume sticker on the bottle.

city map

A low-poly city map Blender model made for my narrative racing game Off the Streets. The map is for players to select the place they want to visit including business towers, parks, malls, DMV, homes, and more.

Car engine

A Blender low-poly car engine made for my narrative racing game Off the Streets. This model is used for showcasing the car parts for players to upgrade.

VR Fishing Game Items

Game assets for my VR fishing game project. I exported the Blender models as FBX files for our 2D artists to put materials on them. The most interesting part is applying physics when making a soaked paper box.

tutorials

Thank you for checking out my 3D art portfolio,
this is where everything started!

I followed YouTube tutorials step by step,
and got familiar with Blender and Maya by making these cute models.



Contact me!