This project was a personal study method to develop my skills in creating detailed assets. It gave me the chance to explore the entire workflow, from sculpting to rendering, and to deepen my understanding of balancing artistic vision with technical requirements. My main goal was to achieve a realistic and optimized medieval shield, suitable for real-time rendering in video games.
Final Model: The shield has 5,816 polygons, ensuring it is both efficient and visually rich.
Workflow: Sculpted in ZBrush, retopologized and UV-mapped in Maya, and baked/textured in Substance Painter.
Details: High-poly sculpt data translated into detailed normal and ambient occlusion bakes.
Textures: 4K resolution textures, including Base Color, Roughness, Metallic, and Normal maps.
Rendered in Arnold (using Maya).
Feedback is always welcome!