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Dungeon Generation Scene example 3D Model
Work done during later half 2015 looking into creating assets and structural pieces for a randomly generated, low to mid polycount isometric viewed dungeon. This marked early personal exploration into use of sculpting to increase the quality of my resulting pieces.
All pieces are currently only using normal map and a few base colors applied to diffuses to help visual identification. From here I would go on to texture further detail. Majority of maps are 512x, except for a few that are housing large amounts of assets, which are 1024x
From the end of this work I began the character sculpting project to take this pipeline further, which resulted in Noble Juliet.