JAN ZELENY´S MASHINKY
Description: Our task was to design and create factory buildings and their extensions. Although we used real references, the resulting building models are unique. We handled the asset creation process without the HP model. We had to put all the more emphasis during the creation of beautiful and believable PBR textures. We then adapted these to the existing art style of the game. The results are unique yet real assets.
Client: JAN ZELENY
Year: 2017
Hashtags:
Game Asset
Low Poly Modeling
PBR Texturing
UV Mapping


Our task was to design and create factory buildings and their extensions. Although we used real references, Show more the resulting building models are unique. We handled the asset creation process without the HP model. We had to put all the more emphasis during the creation of beautiful and believable PBR textures. We then adapted these to the existing art style of the game. The results are unique yet real assets.

Our task was to design and create factory buildings and their extensions. Although we used real references, Show more the resulting building models are unique. We handled the asset creation process without the HP model. We had to put all the more emphasis during the creation of beautiful and believable PBR textures. We then adapted these to the existing art style of the game. The results are unique yet real assets.

Our task was to design and create factory buildings and their extensions. Although we used real references, Show more the resulting building models are unique. We handled the asset creation process without the HP model. We had to put all the more emphasis during the creation of beautiful and believable PBR textures. We then adapted these to the existing art style of the game. The results are unique yet real assets.

Our task was to design and create factory buildings and their extensions. Although we used real references, Show more the resulting building models are unique. We handled the asset creation process without the HP model. We had to put all the more emphasis during the creation of beautiful and believable PBR textures. We then adapted these to the existing art style of the game. The results are unique yet real assets.

Our task was to design and create factory buildings and their extensions. Although we used real references, Show more the resulting building models are unique. We handled the asset creation process without the HP model. We had to put all the more emphasis during the creation of beautiful and believable PBR textures. We then adapted these to the existing art style of the game. The results are unique yet real assets.

Our task was to design and create factory buildings and their extensions. Although we used real references, Show more the resulting building models are unique. We handled the asset creation process without the HP model. We had to put all the more emphasis during the creation of beautiful and believable PBR textures. We then adapted these to the existing art style of the game. The results are unique yet real assets.



Our task was to design and create factory buildings and their extensions. Although we used real references, Show more the resulting building models are unique. We handled the asset creation process without the HP model. We had to put all the more emphasis during the creation of beautiful and believable PBR textures. We then adapted these to the existing art style of the game. The results are unique yet real assets.