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Durance of Hate - Assets

I finally found some time to render all the assets I made for my recent project https://www.artstation.com/artwork/EvQ24N for the first time I rendered these props in Unreal Engine with Lumen instead of some outside software. Everything is made with Nanite in mind so I didn't include wireframes. Workflow is still HP to LP with baked Normal Maps, but polycount is much higher.

Portal inspired by Doom Ethernal portal . Interior inspired by Act III cinematic from D2.

Portal inspired by Doom Ethernal portal . Interior inspired by Act III cinematic from D2.

Column is made from 3 instanced elements with different rotations to save texture space.

Column is made from 3 instanced elements with different rotations to save texture space.

Base texture comes from Quixel Megascans Library, I used its data in Zbrush to make high-poly model.  Then I imported it into Substance Painter, baked maps and use the texture again as an overlay. I wanted to have very accurate and detailed normal maps.

Base texture comes from Quixel Megascans Library, I used its data in Zbrush to make high-poly model. Then I imported it into Substance Painter, baked maps and use the texture again as an overlay. I wanted to have very accurate and detailed normal maps.

Skulls and spikes are copied from different set.

Skulls and spikes are copied from different set.

Same assets used for versions with and without flower.

Same assets used for versions with and without flower.

Gore reused from different set.

Gore reused from different set.

All the floor tiles. Blood is added in world space in Material as an overlay.

All the floor tiles. Blood is added in world space in Material as an overlay.

First prop made for the project, I didn't commit to it yet, so there are differences in materials and alphas compared to other assets, but it looked close enough that I decided to not redo it.

First prop made for the project, I didn't commit to it yet, so there are differences in materials and alphas compared to other assets, but it looked close enough that I decided to not redo it.