A stylised royal treasure chest I made for the course “Game Art 2” at Digital Arts & Entertainment.
This was an interesting project since it was my first time using a AAA PBR workflow, instead of only painting on a base color map. I started by modelling a lowpoly version of the chest in Maya, then used Blender to subdivide & sculpt a detailed highpoly mesh. Back in Maya I updated the lowpoly version to match the highpoly as best as possible and act as a retopology. The next step was to use Substance Painter for baking the highpoly mesh onto the lowpoly (yielding various PBR maps containing the highpoly details). Finally, I created the materials and used the maps & some extra painting to make them more readable (gradients, painted lights, curvature highlights/shadows, dust, scratches, etc.) Overall a nice learning experience, although the workflow would be way overkill for most indie games.
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