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.

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.

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