HORSEMEN

HORSEMEN

HORSEMEN

FREELANCE · 2019 · Maya

FREELANCE · 2019 · Maya

FREELANCE · 2019 · Maya

FREELANCE · 2019 · Maya

Horsemen is a detailed armoured vehicle model developed for a battle game project. The project focused on creating a visually detailed 3D asset while maintaining an optimized polygon count for real-time use. The model was developed in Autodesk Maya with the requirements of an Unreal Engine pipeline in mind

Horsemen is a detailed armoured vehicle model developed for a battle game project. The project focused on creating a visually detailed 3D asset while maintaining an optimized polygon count for real-time use. The model was developed in Autodesk Maya with the requirements of an Unreal Engine pipeline in mind

Horsemen is a detailed armoured vehicle model developed for a battle game project. The project focused on creating a visually detailed 3D asset while maintaining an optimized polygon count for real-time use. The model was developed in Autodesk Maya with the requirements of an Unreal Engine pipeline in mind

Horsemen is a detailed armoured vehicle model developed for a battle game project. The project focused on creating a visually detailed 3D asset while maintaining an optimized polygon count for real-time use. The model was developed in Autodesk Maya with the requirements of an Unreal Engine pipeline in mind

The vehicle was built from its primary forms through to its smaller mechanical and armour components, with detail added selectively to enhance the overall visual quality without unnecessarily increasing geometry.

The vehicle was built from its primary forms through to its smaller mechanical and armour components, with detail added selectively to enhance the overall visual quality without unnecessarily increasing geometry.

The vehicle was built from its primary forms through to its smaller mechanical and armour components, with detail added selectively to enhance the overall visual quality without unnecessarily increasing geometry.

The vehicle was built from its primary forms through to its smaller mechanical and armour components, with detail added selectively to enhance the overall visual quality without unnecessarily increasing geometry.

Polygon count was monitored throughout the modelling process, balancing geometric detail with the performance considerations of a real-time asset. Detail was prioritized in areas where it contributed most to the vehicle's visual definition.

Polygon count was monitored throughout the modelling process, balancing geometric detail with the performance considerations of a real-time asset. Detail was prioritized in areas where it contributed most to the vehicle's visual definition.

Polygon count was monitored throughout the modelling process, balancing geometric detail with the performance considerations of a real-time asset. Detail was prioritized in areas where it contributed most to the vehicle's visual definition.

Polygon count was monitored throughout the modelling process, balancing geometric detail with the performance considerations of a real-time asset. Detail was prioritized in areas where it contributed most to the vehicle's visual definition.

The model was developed with an Unreal Engine pipeline in mind. This influenced decisions around geometry density, component structure, and where detail was best represented through geometry rather than adding unnecessary complexity.

The model was developed with an Unreal Engine pipeline in mind. This influenced decisions around geometry density, component structure, and where detail was best represented through geometry rather than adding unnecessary complexity.

The model was developed with an Unreal Engine pipeline in mind. This influenced decisions around geometry density, component structure, and where detail was best represented through geometry rather than adding unnecessary complexity.

The model was developed with an Unreal Engine pipeline in mind. This influenced decisions around geometry density, component structure, and where detail was best represented through geometry rather than adding unnecessary complexity.

My role focused on modelling the vehicle, from establishing the primary forms to developing its detailed mechanical and armour components, while maintaining clean geometry and an efficient polygon structure.

My role focused on modelling the vehicle, from establishing the primary forms to developing its detailed mechanical and armour components, while maintaining clean geometry and an efficient polygon structure.

My role focused on modelling the vehicle, from establishing the primary forms to developing its detailed mechanical and armour components, while maintaining clean geometry and an efficient polygon structure.

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