Software
- Cinema 4D
- ZBrush
- Substance Painter
- Redshift
- Marmoset Toolbag 3
A personal project focusing on the game-asset pipeline of creating/sculpting a high-poly mesh, low-poly, baking, texturing, and rendering in both a real-time and bucket-rendering engine. I created a full process blog post documenting my thoughts and learnings while I created the piece. You can check it out in my Artstation Blog Post. Rendered in both Marmoset Toolbag 3 and Redshift.
Initial blockout for steams and pot modeled in Cinema 4D.
Baked down to a low poly mesh (decimated in ZBrush and triangulated in C4D) using Marmoset to created the baked maps.
Leaves sculpted in ZBrush
Textured in Substance Painter.