 Egyptian Temple (Main Temple)Modelling, Sculpting & Texturing of carved walls and flooring.
Modelled in Modo, Sculpted in zBrush and textured in Substance Painter/Designer.
Utilized Alpha maps to create reuseable heiroglyphs and mural stencils to use as carvings in zBrush.
Created these in Photoshop, using greyscale to indicate sculpt depth. |  Observatory Interior (Main Tower)Modelling, Sculpting and Texturing whole scene of Steampunk Style Observatory Tower.
Created between Autodesk Maya and zBrush to model, and Mudbox to texture. Utilized normal maps to get the detail in lower poly models. Lighting and Rendering using Mental Ray in Maya. |  Observatory Exterior (Dome)Modelling, Sculpting and Rendering whole scene of Steampunk Style Observatory Tower.
Created between Autodesk Maya and zBrush to model, and used Keyshot shaders in place of textures.
Utilized normal maps to get the detail in lower poly models. Lighting and Rendering using Keyshot. |
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 Pirate Character (Sculpt)Modelling, Sculpting and Texturing of Steampunk Style Pirate Character to match Observatory Tower.
Created entirely in zBrush to model & sculpt, and textured using Mudbox.
Retopologised for rigging in Topogun, then utilized normal maps to get the detail in lower poly models. |  Observatory Interior - Reading AreaModelling, Sculpting and Texturing whole scene of Steampunk Style Observatory Tower.
Created between Autodesk Maya and zBrush to model, and Mudbox to texture. Cloth using nCloth. Utilized normal maps to get the detail in lower poly models.
Lighting and Rendering using Mental Ray in Maya. |  Egyptian Temple (Outer Cave)Sculpting & Texturing Rocks, Flooring and Main Temple Wall.
Created model bank of reusable rocks to create the cave in-engine. Rendered from Unreal Engine 4.
Texturing all done using Substance Painter & normal maps baked down in Substance Designer.
Alphas created in Photoshop using greyscale to indicate sculpt depth. Used as stencils in zBrush to create the wall murals & heiroglyphs. |
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