Temple of Shar​​​​​​​
This hallway is based on the Gauntlet of Shar from Baldur's Gate 3. It is a modular set with each asset having a poly limit of 15k. Textures were done with a mixture of Substance Painter, Unreal Engine, and Substance Designer. Maya and Zbrush were used in the low-to-high poly pipeline and scene assembly is finished in Unreal Engine. 
Tavern
This low-poly Tavern Scene was modeled and UV unwrapped in Maya. Each prop has its own UV map layout. This was made to be a modular set design, which utilized duplication and instances in order to work effectively within a very short time span. Substance Painter was used to add tiling textures, then custom textures for the props. After baking the prop maps, the scene was imported into Marmoset Toolbag for lighting and final rendering. The budget for the project was 50,000 tris, and this scene made out to 49,720 tris
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