God of War - Peaks Pass Rocks

In game sample of various assets combined.

In game sample of various assets combined.

Low Poly

Low Poly

High Poly

High Poly

Low Poly

Low Poly

High Poly.

High Poly.

Low Poly.

Low Poly.

High Poly.

High Poly.

Background counter weight structures and some other industrial machines were built by Melissa Smith.

Background counter weight structures and some other industrial machines were built by Melissa Smith.

Low Poly

Low Poly

High Poly

High Poly

Low Poly. This was a special tiling mesh that broken down into 4 parts to get the high resolution we needed. From this mesh we were able to craft many of the larger sets of the game. By creating custom shapes with a lattice, or making special shapes.

Low Poly. This was a special tiling mesh that broken down into 4 parts to get the high resolution we needed. From this mesh we were able to craft many of the larger sets of the game. By creating custom shapes with a lattice, or making special shapes.

Hi poly.

Hi poly.

Low poly.

Low poly.

High Poly.

High Poly.

High Poly.

High Poly.

God of War - Peaks Pass Rocks

This is the majority of rock assets made for the inside of the mountain. The initial brainstorming and blockout models were made by Paul Coda. We played around in the viewport and tailored the rocks with specific shapes that suited the needs of what we were trying to convey. As opposed to just sculpting random cool shapes. Once we were happy with the shapes, i sculpted the details of the rocks by hand. No photogrametry. And was also in charged of creating the Low poly, materials, textures and LODs of the rocks.

For the textures we used our layered material system heavily. Using a combination of different tilers and overlaying normal map baked traditionally. I sculpted all the details by hand, but i used substance designer to create macros to generate the diffuse, and curvature maps to use on our layered material editor.