This gallery focuses on some of the assets I have built for the Kummetz level.
Most of the assets followed a similar workflow where a first pass on the highpoly was done in Modo, then in some cases a sculpting pass was done in Zbrush for adding welds, damage and some organic deformation. Once this was done, the assets were baked in Marmoset, then textured in Substance Painter.
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Thanks to the MG team and the people who helped bringing this level together, including
Axel Torvenius and Mattias Astenvald for the art direction and the creative freedom afforded
Christoffer Loveus for the concept art support
https://www.artstation.com/christoffer
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Related content:
- links coming soon -