This is an asset that I modeled and textured for a
university project called Chip & Chop. The goal was to
keep it low poly (not as low as tools and props) and maintain a stylized and detailed look.
Low Poly First Person Arm
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Sketchfab ->
(Early in-game screenshot of the hand models in Unreal Engine)
This asset was created for Chip & Chop as well, but this one had to stay very low poly, as it would be duplicated across the map. I tried to use the primitives in Maya without straying too much from their base low poly shape while deleting faces to ensure the lowest possible polycount. An important factor in world-building is making sure that everything has a very natural look. It's based in a town of beavers, and we need it to look that way. So I definitely had a lot of fun working on this model.
Low Poly House
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Sketchfab ->
(Ignore the texture error in Sketchfabs)
This asset was also created for Chip & Chop, these are being implemented in the rivers and ponds on our map. They are fully rigged and animatable. Going into this model, I knew it had to be as low poly as I could absolutely get. It was a background model that players would not necessarily be looking at. So from the start, I knew that we would be relying on textures to carry it.
Fish
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Sketchfab ->
For Chip & Chop, we really got to have fun with different shapes and designs for the water gun. Trying to keep a low polycount while still maintaining the shape and design of the concept I received. Because of the unique design, I didn't necessarily have to focus on the texturing carrying the design of the watergun because its unique design does that for itself, but I think that the textures do help bring it a long way and definitely add to the design in a positive way.
Low Poly - Watergun
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Sketchfab ->
This is an asset that I modeled, sculpted, baked the high poly onto the low poly, and textured for Chip & Chop. The goal was to keep it very low poly but keep the stylized look.
Barrel
This is an asset that I initially started for a project, but the time slot was cut, so ultimately it became a personal project to further work on my Low Poly to High Poly workflow, and practice sculpting more.
Bench