Hennessey Camaro Exorcist | Mc Cleod's Maul
These are two assets I did to work on my realtime asset creation.
Hennessey Camaro Exorcist
Breakdown
References
I gathered a large number of references at the start and throughout the creation of this asset to have a good visual understanding of the vehicle and focus on attention to detail.
Modeling
This vehicle was modeled in Maya using reference images and blueprints. I used a mid poly approach to model the car with the meshes as final without baking. However, for the car body I did a high to low poly bake to get the high poly shading on the panels.
Grey Shaded
Wireframes
UVs
For the car I used 8 uv sets with 4k resolution. I separated the interior into 3 texture sets to have enough resolution for finer details like stitching and decals.
Texturing
I used Substance Painter to texture this Camaro making use of its smart masks and material library to texture more efficiently.
For the seats I utilized alot of techniques from Cino Lai to add alot more detail in the texturing stage in Substance Painter as opposed to modeling and baking the details down.
For the stitching I utilized the path tools alot which allowed me to adjust the stitch type easily and place the stitching efficiently.
Decals - I extracted and created alphas from various images to be used for the interior buttons.
Diffuse texture pass
Rendering
The renders were taken in Unreal Engine 5 using the high resolution screenshot tool. I also used the Levels to store different lighting for the various renders.
Halloween Weapon -McCleod's Maul
This weapon was done during my time at CG Spectrum. I modeled, textured and rendered this weapon asset from the concept by Tony Drummond.
Marmoset Toolbag Render
Unreal Engine Renders
Breakdown
Modeling
For this weapon I used the high to low poly bake workflow.
The hard surface components on the axe were modeled in Maya, for both the high and low poly meshes.
I modeled base meshes for the tree handle and tombstone in Maya which I took into Zbrush and completed the high poly. From the high poly I decimated both of these to get the low poly.
Tombstone and tree handle progression from Maya to Zbrush high poly final mesh.
High and low poly setup and naming in Maya for baking in Substance Painter.
Wireframe
UVs
1 texture set with 2k resolution was used for the asset.
Texturing
Texture Passes
Low poly axe with normals baked down in Substance Painter
Substance Painter texturing layers
Comments (0)
This project doesn't have any comments yet.