𝐓𝐡𝐞 𝐁𝐥𝐚𝐜𝐤𝐬𝐦𝐢𝐭𝐡'𝐬 𝐋𝐮𝐧𝐜𝐡-𝐛𝐫𝐞𝐚𝐤 - 𝐒𝐭𝐲𝐥𝐢𝐳𝐞𝐝 𝐔𝐧𝐢𝐭𝐲 𝐕𝐢𝐠𝐧𝐞𝐭𝐭𝐞

A real-time interior study focusing on character-driven storytelling, material definition, and cinematic lighting in Unity 6 (URP).
_______________________
𝐓𝐡𝐞 𝐋𝐨𝐫𝐞 & 𝐃𝐞𝐬𝐢𝐠𝐧

The scene visualises "The Blacksmith's Lunch-break", a fleeting moment of peace in an otherwise chaotic day. The narrative is circular and told entirely through props: the glowing sword on the anvil represents the finished work, the heavy hammer cast on the floor signifies the "tools down" moment, and the fresh berry pie represents the well-earned reward.

The composition relies on a strong complementary colour split. The intent was to balance the intense, volumetric heat of the coal forge (Orange) against the cool, quiet moonlight from the window (Teal/Purple). To ground the scene, a darker floor value was utilised to reduce visual noise, forcing the viewer's eye to travel the "Narrative Triangle" between the character's face, the hot steel, and the fire.
_______________________
𝐓𝐞𝐜𝐡𝐧𝐢𝐜𝐚𝐥 𝐖𝐨𝐫𝐤𝐟𝐥𝐨𝐰

➤ 𝐄𝐧𝐠𝐢𝐧𝐞: Unity 6 (URP)
➤ 𝐏𝐢𝐩𝐞𝐥𝐢𝐧𝐞: The character was not pre-rigged; the mesh geometry was manually manipulated to create a custom, relaxed pose that conveys the weight and exhaustion of the smith.
➤ 𝐌𝐚𝐭𝐞𝐫𝐢𝐚𝐥𝐬: The "Cooling Metal" effect on the sword was achieved using a hand-painted gradient mask to manually control heat dissipation. A custom texture pass was also performed on the pie and food items to ensure they matched the scene's specific stylised fidelity.
➤ 𝐋𝐢𝐠𝐡𝐭𝐢𝐧𝐠: Real-time dynamic lighting enhanced with custom post-processing (Atmospheric Haze, Film Grain).
_______________________
𝐂𝐫𝐞𝐝𝐢𝐭𝐬 & 𝐑𝐨𝐥𝐞𝐬

➤ My Role: Scene Composition, Lighting Artist, Character Posing (Mesh Manipulation), Texture Editing, and Visual Storytelling.
➤ 3D Assets: Constructed via a curated kit-bash of stylised asset packs. Key elements - specifically the weaponry, floor, and key props - were heavily re-textured to unify the art style and achieve a cohesive material response across different asset sources.

Main Camera Render - 4K.

Main Camera Render - 4K.

Sword Material Breakdown (Close-up).

Sword Material Breakdown (Close-up).

Clay Render - Highlighting SSAO and geometry silhouette.

Clay Render - Highlighting SSAO and geometry silhouette.