Sarah Wong-McAdam Selected Works
Contact Information
Phone: (647) 648-3253
Email: Click Here
ArtStation: Click Here
LinkedIn: Click Here
Education Post Graduate Certificate
Game Art and Animation
Seneca College, Toronto ON
Bachelor of Arts Degree
Major in Architecture, Major in Visual Studies

Uniersity of Toronto, Toronto ON
Click on this icon on the pages below to watch animations or process videos

Rice Paddy Scene
Modelled in Maya and Houdini
Textured in Substance Painter
Rendered in Unreal Engine

Building Render


Modelled in Maya Rendered in Marmoset Toolbag
Bridge Render

Modelled in Maya Rendered in Marmoset Toolbag

Rice Paddy Landscape
Modelled in Houdini
Rendered in Unreal Engine 5
The following images depict the preceding stages of the creation of the rice paddy landscape that was used in my scene. Figure 1 depicts a heightfield that was created in Houdini. Figure 2 depicts the heigtmap that was exported from Houdini. Figure 3 depicts the heightmap after being imported into Unreal Engine 5, and being altered using the landscape and foliage tools.



Lantern Renders





Modelled in Maya
Textured in Substance Painter
Rendered in Marmoset Toolbag/ Adobe Stager
Rock and Bonsai Tree Renders

Modelled in Houdini


Textured in Substance Painter
Rendered in Martmoset Toolbag/ Adobe Stager
The following models were created using Houdini. Generators were built to procedurally produce high and low poly variations of each model.
Above:
The wireframe images above depict a low-poly model to the left, and a high poly model to the right.





Potted Branch With Ornaments Renders

Modelled in Maya and Houdini
Textured in Substance Painter
Rendered in Martmoset Toolbag/ Adobe Stager



Koi Fish Renders






Modelled in Maya and Houdini
Surfaced in Zbrush
Textured in Substance Painter
Rendered in Martmoset Toolbag/ Adobe Stager/ Unreal Engine 5

Spirit House Render

Modelled in Maya
Textured in Substance Painter
Rendered in Adobe Stager
Paddle Boat Renders




Modelled in Maya

Textured in Substance Painter
Rendered in Marmoset Toolbag/ Adobe Stager

Modular Kit
Modelled in Maya


Brick material Made in Substance Designer
ID map made in Photoshop
Trim sheet made in Substance Painter
Rendered in Unreal Engine
These images depict a low poly modular kit of a European style home. The initial kit was textured using trim sheet method with original brick texture created in substance designer. Variations of the kit were then built in Unreal Engine 5 and styled with Quixel Bridge assets and materials to demonstrate how the pieces fit together.



Z-Brush Set and Character
Modelled in Z-Brush





Rendered in Z-brush
These images depict a character model, and a series of props that were modelled and sculpted in Z-Brush then were used in a short film.
Boom Box Renders




Modelled in Maya
Textured in Substance Painter
Rendered in Adobe Stager
Skin Care Bottle Generator
Modelled in Houdini
Textured in Substance Painter
Rendered in Adobe Stager

These images depict set of skin care products that were created procedurally using a generator that was made in Houdini. The models were then textured in Substance Painter.


Carousel Animation




Modelled in Maya and Houdini

Rigged and Animated in Maya
Textured in Substance Painter
Rendered in Unreal Engine/ Adobe Stager
These images depict renders of model that was used in an anmation of a child’s toy carousel. After the main carousel was modelled in maya, the joints and controls were created, the bones were bound to the mesh/skin, and the weights were painted. The lace flowers that adorn the arch were procedurally modelled using Houdini. The models were textured in substance painter, then the animation and models were brought into Unreal Engine 5 to render.


Floating Island
Modelled in Maya and Houdini

Textured in Substance Painter
Rendered in Unreal Engine

These images depict a model of a floating island that was created for a class project. The words gothic, fantasy, swamp, summer, and night were given as promtps to inspire the style of the final design. The gothic inspired tower was modelled in maya, and the island and tree stumps were modelled in Houdini. The pieces were brought into unreal engine, and quixel bridge assets were applied with the foliage tool to set the scene.
