In this modeling project, I was the solo 3D artist.
Over the span of ~1 month, I developed my hard-surface modeling skills in Maya, and used Substance 3D Designer to create custom textures to achieve my desired aesthetic.
The midpoly mesh was made through the use of booleans and subdivisions.
I brought the completed midpoly into Zbrush to dynamesh, smooth/polish, and eventually, decimate. I now had a high poly version with smooth edges and finer details. (This will be used for baking)
From the decimated version, a I made a low-poly model. The low-poly parts were then separated into bake groups to make the texturing process more efficient.
The bake and texturing was fully completed in Substance painter. 
Final beauty shots were rendered in Unreal Engine.
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