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MeMech

I have the pleasure to show you my first hard surface project. This mech was done as part of my master degree in videogame art in the Universal Arts School. The project include low and high poly modelling made in Maya plus baking and texturing in Substance Painter to finally present the scene in Marmoset Toolbag.

As you can notice on the scene a few assests were taken from Quixel Megascans plus some others that I decided to create to give a better looking to the overall scene.

The mech is also fully rigged and ready to apply some animation for videogame purposes.

The concept art was taken from Miro Petrov. (http://artofmiro.com/)

Texture maps (Base color, Roughness, Normal, Ambient Oclusion, Metallic)
UVs spread over 6 UDIMS

Texture maps (Base color, Roughness, Normal, Ambient Oclusion, Metallic)
UVs spread over 6 UDIMS

Concept art

Concept art