Francesca Rice
Games artist specialising in prop and character design
Restored Vintage Rotary Phone
Polycount: 27k
Textures: PBR 2k times 2 (1 for top section, and one for the base of the phone)
Software used: Autodesk Maya, Substance Painter, ZBrush, Unreal Engine 5









(Above) Wireframe - 27k polys / 53k tris
In this project I wanted to demonstrate my experience and ability to create a realistic prop from reference using a PBR workflow. Reference material was difficult to collect as many vintage phones have had components replaced, or some just had missing contents. Modern mimics of the phones are not true to the design of the original products so I had to modify my prop. I mixed and matched original and modern replicas to get something that was as close to an original design as possible.
Maya was first used to create the low and high poly. As I have experience with high to low prop making this wasn't too difficult. The high poly was then smoothed and brought into ZBrush to add the embossing on the legs and center of the dial.
Substance Painter was used to bake and texture the phone. I opted for 2 sets of textures since this was a portfolio piece and meant to look visually very striking and high quality.
Unreal Engine 5 was used to light the prop - suffering many issues thanks to the hidden tickbox of sRGB inside texture maps, but all was resolved after I realised the problem.
LEFT - lowpoly, RIGHT - highpoly within Maya (rendered in Arnold)


Screenshots from ZBrush showing embossing and minor scratches



