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Isle of the Warrior (UE4 Environment) - Various Texture and Model Breakdowns

Completed project renders can be viewed here: https://jeffreydouglas.artstation.com/projects/3dBDOY

Earlier this year I finished an Unreal Engine 4 Environment called "Isle of the Warrior." Below are breakdowns of numerous textures and models I created for the project using a combination of 3ds Max, Blender, and GIMP.

I started off this project without any sculpting, so the first two trim sheets in this breakdown were made using only 3ds Max.

I started off this project without any sculpting, so the first two trim sheets in this breakdown were made using only 3ds Max.

This was the very first asset I made for the project. Originally, I was only going to make a column but ended up making an entire level.

This was the very first asset I made for the project. Originally, I was only going to make a column but ended up making an entire level.

Sculpted this texture in Blender and baked the details into a texture in 3ds Max.

Sculpted this texture in Blender and baked the details into a texture in 3ds Max.

Head, arms, and legs made entirely in Blender. I used 3ds Max to create base models for the chest and skirt, then brought them into Blender for sculpting.

Head, arms, and legs made entirely in Blender. I used 3ds Max to create base models for the chest and skirt, then brought them into Blender for sculpting.

For the helmet I created a base model in 3ds Max and then sculpted details in Blender.

For the helmet I created a base model in 3ds Max and then sculpted details in Blender.

Used cloth physics in 3ds Max to get a base model for the cape, then sculpted details in Blender.

Used cloth physics in 3ds Max to get a base model for the cape, then sculpted details in Blender.

Once I had all of the low poly UVs unwrapped for the character, I combined all of them into one 4096x4096 texture.

Once I had all of the low poly UVs unwrapped for the character, I combined all of them into one 4096x4096 texture.

This started with a base model in 3ds Max, and then I brought it into Blender for high poly sculpting.

This started with a base model in 3ds Max, and then I brought it into Blender for high poly sculpting.

I created base models for these and brought them into Blender for sculpting.

I created base models for these and brought them into Blender for sculpting.

The two columns on the left were made with 3ds Max, and the one on the right was made with Blender. All renders in Blender, however.

The two columns on the left were made with 3ds Max, and the one on the right was made with Blender. All renders in Blender, however.

The rest of the models in this breakdown were created using box modeling techniques in 3ds Max. Renders are all in Blender.

The rest of the models in this breakdown were created using box modeling techniques in 3ds Max. Renders are all in Blender.