Character Art Pipeline
The Drone Project: Hard Surface Modelling & The PBR Workflow
The Drone project was manifested to hands-on-learn the AAA art pipeline using DCC tools including Maya, Marmoset, Substance Painter and Unreal Engine, with special thanks to Clinton Crumpler for his tuition and support.
This was a 5 week project requiring 3 baking iterations to correctly translate the high poly details onto the low poly through Marmoset, with a structured tutorial used to create the high poly mesh. I have outlined each step of this asset’s pipeline into the engine here.
Martian Tripod: Modelling prep & Trim Sheet Texturing
The Martian Tripod is a game art asset that was required for a cinematic project. A high poly model was acquired from Turbosquid, requiring modification to the geometry and full topology cleanup to make it game engine ready, then textured using a trim sheet acquired from CG Trader.
A bespoke animated lighting effect was created by arranging the UVs in Maya, creating a gradient mask in Illustrator, and panning the mask across the UV’s in Unreal. The entire modelling and texturing process took about 3.5 weeks.