Project Exhibited: Assets

Left - Photogrammetry, Right - Photogrammetry + SP (Photos from a phone).

Left - Photogrammetry, Right - Photogrammetry + SP (Photos from a phone).

Photogrammetry (Photos from a phone) - manual retopology and clean-up in SP.

Photogrammetry (Photos from a phone) - manual retopology and clean-up in SP.

Photogrammetry (Photos from a phone) - Matual retopology.

Photogrammetry (Photos from a phone) - Matual retopology.

Modeled in Maya, head ornament sculpted in ZBrush and manually retopologized.

Modeled in Maya, head ornament sculpted in ZBrush and manually retopologized.

Photoscanning + Substance Alchemist.

Photoscanning + Substance Alchemist.

Trim sheet created very early in the production stage to help with texturing some of the ornamental objects in the level. The Limestone material was done by Wouter Bernards.

Trim sheet created very early in the production stage to help with texturing some of the ornamental objects in the level. The Limestone material was done by Wouter Bernards.

Quick example of the use of the trim texture.

Quick example of the use of the trim texture.

High poly pass in ZBrush. First I modeled the hard-surface pieces and sent to ZBrush for a damage pass.

High poly pass in ZBrush. First I modeled the hard-surface pieces and sent to ZBrush for a damage pass.

High poly, base modeled in Maya.

High poly, base modeled in Maya.

High poly, base modeled in Maya.

High poly, base modeled in Maya.

High poly, base modeled in Maya.

High poly, base modeled in Maya.

Game-ready building pieces for the railing modular set.

Game-ready building pieces for the railing modular set.

Railing modular set.

Railing modular set.

Paths modular set. Stone material done in Quixel Mixer and Concrete material done with Photogrammetry.

Paths modular set. Stone material done in Quixel Mixer and Concrete material done with Photogrammetry.

Maya for blockout and retopology, ZBrush for high-poly detail and Substance Painter for baking and quick texturing.

Maya for blockout and retopology, ZBrush for high-poly detail and Substance Painter for baking and quick texturing.

Limestone material done by Wouter Bernards.

Limestone material done by Wouter Bernards.

Wireframe.

Wireframe.

Wireframe.

Wireframe.

Wireframe.

Wireframe.

Wireframe.

Wireframe.

Wireframe.

Wireframe.

Various props done for the game Project Exhibited. For this project I utilized a mixture of techniques, from hard-surface modeling, to sculpting to photogrammetry. The goal was to achieve good results as quick as possible and learn new things along the way. Quick execution was very important so that I could focus more on the Level Art work and dealing with other issues inside the engine, as we had a limited number of artists in the team.

Date
July 12, 2020