I designed and developed multiple modular pieces for an upcoming PC and console game. I began by grayboxing basic shapes in Unity to help inform final sizes of assets.
When I was happy with the size of the graybox assets, I began to model in Maya and texture in Substance Painter. Afterward, I imported all assets into Unity and built up the environment.
For this character I used Zbrush and Maya to create a high-poly model. Afterwards, I made an optimised model and baked in the high-poly detail. I textured across two materials for a high quality look.
When designign the frog, I had cloth and leather materials in mind for springy movement. I also exposed the sticky pads of the feet and the hands.
With a programmer I am designing and developing a puzzle/logic game. You play as a cat who knocks over objects.
Levels often share materials to save on the amount of textures we use. I design levels with gray boxes first, and then visualise what the props might be.
These plants use a blend of real geometry and images on planes. Where possible, I overlapped UVs to maximise texture space.
I also used Illustrator to make appropriate masks for use in Substance Painter, which I linked for quick balancing updates.
These are some custom Substance Designer materials I have developed. I've explored both organic and inorganic materials.
When it comes to precision (i.e. like a mosiac pattern), I make white silohuete base shapes using Illustrator. These base shapes are then linked into the graph and can be updated as needed.
This is a set of simplified medieval assets. It follows a structured grid for easy placement. The design began with simple 3D blockouts to plan the layout and capture the overall composition of each set piece.
This uses no textures; only a limited selection of material colours.
If you have any questions, please feel free to send a message.
hello@annabailes.com