Moog Minimoog Model D

Using Unreal Engines new Anistropy shader in combination with a flow map I was able to get the distinctive stretched reflections on the metal part of the knobs, aswell as the brushed metal look on the back of the instrument.

Using Unreal Engines new Anistropy shader in combination with a flow map I was able to get the distinctive stretched reflections on the metal part of the knobs, aswell as the brushed metal look on the back of the instrument.

For my third portfolio project I chose to make on of my favorite synths, the Minimoog Model D. I wanted it to have worn and used look, although I do hope that no one who owns one of these would treat it this poorly.

I used Maya and Zbrush to create the highpoly and Maya to make the lowpoly. I then baked it in Marmoset and textured it using Substance Painter. I rendered it using Unreal Engine. With a prop like this I was almost able to make the high- and lowpoly simultaneously, which allowed me to save a lot of time and make this piece in about 2 weeks halftime.