The Stage was a project created for the Ubisoft Next Toronto 2025-2026 competition in the 3D Art category. Competitors were given around 4 months to complete a cinematic environment based off a given concept and strict guidelines. The concept for this year was Secret Entrance.
Everything was created myself: Modeling, texturing, materials, assembly, lighting, rendering, etc
During the 1920's alcohol prohibition, a small theatre in New Orleans becomes a front for a hidden speakeasy/bar that a secret entrance leads to. On the stage there is a play happening which is a light moralistic play about the evils drinking which takes place in a bar made out of cardboard. The kind of thing authorities would approve of. Amongst the play is the secret entrance hidden in plain sight. It looks like it's supposed to be a part of the play set, but something is not right about it. It’s a real door, whereas the rest of the play is painted cardboard cutouts. Has a peep slot, a beefy frame, and is painted over, but you can see the real wood door material through. The theatre is just a small taste of the real party that’s happening in secret.
Beauty Shots
Prop Breakdown
Prop Lineup
Scene Blockouts
-Modelling-
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All modeling was done in 3Ds Max using realistic scale.
Models were unwrapped in 3Ds Max. Some models were unwrapped in accordance to a trimsheet that was catered towards wood objects/structures (stage overhead, stairs, etc)
-Texturing & Materials-
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Models with unique textures (e.g., Table Lamps, Cardboard Stage Props, Secret Door) were textured using Adobe Substance Painter. The majority of models utilized various shared tileable textures/materials or a trimsheet (e.g., Floors, Pillars, Walls).
Tileable textures were created using Substance Painter.
All textures utilized a RMA map (Roughness, Metallic, Ambient Occlusion), alongside a Base Colour (BC), and Normal Map (N).
The most enjoyable texture to do was for the cardboard stage props. The textures were fully handpainted in Substance using painterly brushes and effects to make it look authentically like a roughly painted stage prop.
-Assembly-
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Final assembly was completed in Unreal Engine 5. Blockouts for the environment were done in 3Ds Max first. It was a back and forth process from 3Ds Max to unreal engine, refraining from a full linear process to prevent issues down the road.
Programs
Unreal Engine 5
Autodesk 3Ds Max
Adobe Substance Painter
Adobe Photoshop
Takeaway
This competition was genuinely a wonderful experience and great learning experience.
The major time consumer was my focus on poly count and keeping it low and optimized. I spent too much time trying to perfect poly count that it took me longer on the models, and gave me lesser time for texturing. Upon mentor feedback, quality details from texturing were more valuable to the judges than poly count. The strongest aspect based on industry feedback is the composition and lighting.