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I:SOL - Breakdown

In this post I would like to break down and share the process behind the creation of I:SOL, our graduation project for the Games Master at HAW Hamburg.
My responsibilities included creating all the 3D art (character, prop, environment), level art, technical art, lighting and vfx for the game.
Most of the environments and props were created based on concept art by Ting Dittmer, with the environment designs being based on my initial level block-outs. The initial blockouts were done in Unreal, followed by a refined blockout in Blender, where I also did the final modelling. I mainly used a mid-poly approach except for organic objects which follow a high-to-low poly workflow. The environment largely consists of modules, which had a higher polycount to account for vertex painting.
Whereas the props were uniquely textured in Substance Painter, the environment modules use tiling textures made in Substance Designer with some damaged variations for the vertex painting. Since it is a third person game, the texel density resolution measured around 5.12 texels per CM.