

3D Prop/Environment: Ancient Column
This column was the first model I made for the group and was designed by Adele Ingeman and a base mesh was created by Alina Ponomareva. I finished and optimized the model, UV Mapped, Textured, and baked the final asset.
This column is game optimized with 9k tris. Created in Blender and a High Resolution Mesh created in Zbrush with baked textures using Substance Painter. Retopologized and triangulated to be game ready with 9k Tris.

Final Thoughts
This initial model served as a pivotal starting point for the subsequent assets required, offering insight into the team's preferences and project requirements.
One notable challenge I encountered was the utilization of an unoptimized and complex base mesh provided to me. In hindsight, I recognize the potential benefits of creating an entirely new model from scratch rather than building upon the base mesh. Additionally, I could have aligned the textures more closely with the style guide, a factor I overlooked while referencing the concept art. This experience has highlighted the importance of closely adhering to the style guide's specifications for achieving a more seamless integration of textures within the project's aesthetic.
Texture Maps & Additional Renders









Concept Art by Adele Ingeman

