Game Asset Production
In this project I created some Game Assets. The assets are for a low Fantasy Setting. They are based on the gothic architectural style. They are following the PBR Workflow and are to use in a game engine like UE4.
This project was made for the "Environment Asset Development" Module for university. There were also introductions to new software and new techniques.
I learned a lot from this module and I am looking forward to the next ones.
I decided to create assets for a ruine in a low fantasy setting.
4 weeks for brainstorming, planning, pitch presentation and documentation creation.
6 weeks for asset creation
1 weeks for visualisation
Gargoyle
Hero Asset Creation. Sculpted in ZBrush, Retopo with Autodesk Maya, Texturing in Substance Painter, Lightning and Rendering in Marmoset Toolbag.
Turntable rendered in Marmoset Toolbag
Windows
Modeling & Retopo with Autodesk Maya, Texturing in Substance Painter, Lightning and Rendering in Marmoset Toolbag.
Gravestones
Lowpoly made in Autodesk Maya, Sculpting in Zbrush, Retopo with Autodesk Maya, Texturing in Substance Painter, Lightning and Rendering in Marmoset Toolbag.
Modular Fence
Lowpoly made in Autodesk Maya, Sculpting in Zbrush, Retopo with Autodesk Maya, Texturing in Substance Painter, Lightning and Rendering in Marmoset Toolbag.
Modular Columns
Lowpoly made in Autodesk Maya, Sculpting in Zbrush, Retopo with Autodesk Maya, Texturing in Substance Painter, Lightning and Rendering in Marmoset Toolbag.
First arrangement test in Marmoset Toolbag.
Example of Application
Lightning, Rendering, Composition in Unreal Engine 4.
The foliage was taken from the Unreal Marketplace for the purpose of presentation. To show an example of how the assets could be used. Sources in the video description.
Example of application
Example of application
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