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Western

Tasked with modeling environment assets, I used Autodesk MAYA for the low poly modeling and then transitioned to Zbrush for creating the high poly. Once baked in Adobe Substance Painter 3D, I utilized grayscale texturing to speed up the process by using curvature to calculate cavities, edges, and highlights.

In engine, I made a material instance of our material master and applied the textures to the material and then the material to the model.

Piano_EngineShot.png
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chandelier.png
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I created a flame material using a UV grid to act as a flipbook effect. Since the flame is small, it is on a billboard and always faces the player.

Clutter for the Train Level fits on one UV. To give the train life, and further convey events prior to the player boarding the train, I created left behind items like vintage suitcases, purses, and books. 

Clutter.png
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Barrels.png
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Barrels were one of the first environment pieces to be approved for the stylized look of our game. Inspired by handpainted texturing.

Windows.png
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Crates.png
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Windows and crates utilized a trimsheet made by Tori Hong. Decals will be placed on the crates in engine to create a more unique look for each crate.

Rugs inspired by western sumac rugs.

Rug2.png
Rug1.png
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TilingMoss.png
Plane_lambert1_Normal.png
Plane_lambert1_BaseColor.png
T_Dirt_C.png
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images.png
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Tileable Moss and Dirt Textures for Act 3 created in Adobe Photoshop

Tileable Stone Textures created in Zbrush and Substance Painter

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