Here are some breakdowns from my environment piece. All the Assets I made were modelled in blender using a mid poly workflow. I Used 2k textures with 1024 texel density for everything in the scene. Most textures were created in Substance Designer and then had a polish pass in Substance Painter. Destruction was tackled by using a set of reusable caps, small debris variations and a couple unique assets, these could then be kitbashed together to fit into other assets or create a larger pile of debris with barely any visable repitition. It took a while to make these but i think it paid of as it became quite efficient as a was doing my destruction pass.
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Character Reference figure made by Character Artist Sebastian Brymell.
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https://www.artstation.com/sebastian_brymell
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I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.