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This is an asset that I didn't model, but I did all the texture work on it. This asset was used in one of the environments that I worked on. It's in a fallen garden, so it needed to be kind of godly but abandoned and overgrown, yet maintaining its holy-like ethereal feeling. 

Gold Marble Mossy Statue

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Click to view in 3D on
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This asset was my first time modeling, UV unwrapping, and even texturing an organic model such as a human. I knew that where I made my UV cuts were going to be vital to the outcome of the textures, so I opted into sewing all the seams in the front inner arm, the section the player would see the most, and leaving the un-stitched seams in the back of the arm where the player could not see them, that way no abrupt cuts (if any) would be visible to the player.

First Person Arm

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Click to view in 3D on
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This asset was only textured by me, and it was done for my Fallen Garden environment. A common theme in this was the gold marble vein "infection" that is on a lot of the models. This marble is placed near a body of water and some water leakage, so I needed moss growth and for the stone to look wet.

Stone Column (Gold Marble Infection)

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Click to view in 3D on
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When I was modeling this, I could have copy-pasted the cylinder primitives all over the sides and used the same textures for it, but I knew that players would be able to tell that the shapes and textures were the exact same, so I decided to model each individual log and UV unwrap each, so it looked more natural, but also giving each log originality. For the logs I UV'd the sides and the ends were all stacked next to each other.

Low Poly House

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Click to view in 3D on
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This asset was entirely modeled by me. The stylized wood bark textures were done by me, and the leaf textures were done by Samantha Barreda. Modeling this tree while trying to keep the polycount as low as possible was pretty difficult. I knew that the model would be placed everywhere on the map, so it had to have enough character to where the tree could look different when rotated, but again, maintaining that low polycount for FPS. I relied on my texturing work to really carry the tree and give it the stylized look we were going for.

Tree

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