Uncharted The Lost Legacy : Zbrush and Random bits.

Some zbrush elements for the red door in the city area and the block sidewalk modules that are on the street everywhere in the level.

Some zbrush elements for the red door in the city area and the block sidewalk modules that are on the street everywhere in the level.

This was a intial test for the look dev of the temple assets that would later be outsourced for temple modules.  This is the first temple in the rural area you see.  Everything is baked to a low mesh.  This is sculpted in zbrush.

This was a intial test for the look dev of the temple assets that would later be outsourced for temple modules. This is the first temple in the rural area you see. Everything is baked to a low mesh. This is sculpted in zbrush.

WIreframe low game geo.

WIreframe low game geo.

Wireframe of Temple Modules.  These are outsourced modules that make up this whole temple.  I setup these when it came to metrics and sizing to make sure these would work as a kit to build temples in our area.

Wireframe of Temple Modules. These are outsourced modules that make up this whole temple. I setup these when it came to metrics and sizing to make sure these would work as a kit to build temples in our area.

Mountains Substance procedural control to make infinite variations of the same style mountain.  Used in some Wide / Vistas throughout the game.

Mountains Substance procedural control to make infinite variations of the same style mountain. Used in some Wide / Vistas throughout the game.

Some zbrush assets and game geo. Alice Gionchetta did the final red door arch tileable textures and shader work for the floral trims.

Mountains Substance procedural control to make infinite variations of the same style mountain. Used in some Wide / Vistas throughout the game. Was an experiment I did early on to see if I could and it turned out that yes it worked out! :)

Date
August 31, 2017