Project: Oracle - 2024
In-Game Screenshot  -  Unreal Engine

In-Game Screenshot - Unreal Engine

Most assets were modeled in Maya. No high-poly. Textured in Substance Painter.  Rendered in Substance Stager

Most assets were modeled in Maya. No high-poly. Textured in Substance Painter. Rendered in Substance Stager

The base for the crystal ball was the one asset in this project that I did a high-poly for in Zbrush. For everything else I just did a low/medium-poly.

The base for the crystal ball was the one asset in this project that I did a high-poly for in Zbrush. For everything else I just did a low/medium-poly.

For these curtains I modeled the topology directly over the concept sketch following the flow of the wrinkles.  Then pushed and pulled the geo in and out to create the final shape. I also added bevels and control edges to control the shading.

For these curtains I modeled the topology directly over the concept sketch following the flow of the wrinkles. Then pushed and pulled the geo in and out to create the final shape. I also added bevels and control edges to control the shading.

In-Game Screenshot  -  Unreal Engine

In-Game Screenshot - Unreal Engine

In-Game Screenshot  -  Unreal Engine

In-Game Screenshot - Unreal Engine

In-Game Screenshot  -  Unreal Engine

In-Game Screenshot - Unreal Engine

In-Game Screenshot  -  Unreal Engine

In-Game Screenshot - Unreal Engine

Project: Oracle - 2024

A short, unreleased project developed in Unreal Engine.

I did the scene construction in Unreal and created many of the environment assets. I also textured the floor, walls and ceiling.

For most of the models on this project I used a “High-poly Free” workflow and just baked and textured the low poly meshes.

Software Used: Unreal, Blender, Maya, Substance Painter

---------Collaborator Credit---------
Art Direction and Concept Art: Vincent Maccioli
Additional Environment Art: Mayen McClain and Andrey Chen
Lighting: Andrey Chen

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