Wolf Pediment
For this asset I was tasked with
concepting
sculpting
texturing
For this company I developed a nanite pipeline for assets. As polycounts for an asset are anywhere from 0-100 or even 200k sometimes, a traditional game workflow does not work effectively. This asset was sculpted in its high poly format, reduced to as low a polycount level as it could be without losing silhouette, UV'd in Rizom, then baked and textured in Substance Painter.