Ramen and Ramune - Cyberpunk Project Assets - Unreal 4

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A mock TV commercial based on 80s advertising and cyberpunk tropes and trends. Music clip by Imogen Heap.

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The bottles have an outer and inner wall and an internal liquid mesh, each with their own materials. The inner and outer glass walls refraction indeces add up to 1.5, that of regular glass so the 2 together produce a realistic effect.

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Heavily inspired by Nissin Cup Noodle. All graphic design is original and Japanese text is filler. ;)

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Simple carbonation effects sell the open bottle.

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The napkins and the bottle seal were simulated in Marvelous Designer. Countertop surfaced in Substance Painter. Stickers are original designs.

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The napkins and the bottle seal were simulated in Marvelous Designer. Countertop surfaced in Substance Painter. Stickers are original designs.

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The inner liquid has an open and a sealed state and the outer glass has a cold and a regular state. There are also sealed and open meshes for the bottle itself.

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Design language for the Ramune drink label. All graphic design is original save for fonts.

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Design language for the Cup Noodle packaging. All design is original except for fonts and the ingredients text in the red area of the lid.

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A quick styrofoam base material made in Substance Designer

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The bottle packaging design.

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The bottle's seal design with "instructions".

An asset showcase for a handful of props for a cyberpunk/retro-future scene I'm working on. The main goal here was to see how realistic of a glass bottle material I could get. I started with Michal Orzelek's excellent Advanced Glass Material Pack as a base and then set up the bottle with separate interior and exterior glass materials with separate fluid. The exterior material has a cold and room temperature state (with or without condensation) and the fluid inside has an opened and an unopened material. Additionally, I have a mesh with a sealed top and a mesh with an opened top, so you can get any combination of opened, closed, flat, fizzy, cold, or room temperature states.

I created all aspects of the project, including graphic design and package design save for a couple of aforementioned material bases. Lighting is mostly provided by a custom HDR cubemap comprised of some night time Tokyo photography. Lit and rendered in real time in Unreal Engine 4.