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PBR Diving Helmet

Low poly model optimized for use in games rendered in Unreal Engine 4.

Poly count could have been less for use in game but the purpose of this was mostly for nice renders so additional polygons have been added.

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Workflow:

First a high-poly model was modeled in 3dsMax using subdivision techniques. This high-poly then got retopologized to an acceptable polycount for next-gen games. Using these two models a normal map was then made.


Materials were made using some grunge maps that were manipulated in Substance Painter. These were then also applied using Substance Painter. The dents are made by baking a dent on a plane and using this normal to paint with in Substance.

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The low-poly model and the texture set got rendered and iRay for prerendering and put into Unreal Engine with a custom built light setup to create HD realtime renders.

iRay render

Unreal screenshot

Low poly

High poly

Gilles Steyt

Game Developer

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