Dwarven Shield Artifact
Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Dwarven Shield Artifact
Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Dwarven Shield Artifact
Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Dwarven Shield Artifact
Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Dwarven Shield Artifact
Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Middle-earth: Shadow of War - Dwarven Shield Artifact
Gondorian Brazier
Gondorian Brazier

I created the iron and stone braziers throughout Minas Ithil. Substance Painter was used for painting material blend masks. Ornamental detail was reused from a texture sheet created by Phil Liu.

 Bridge created in 3ds Max. Reused tiling textures from within zone. Custom mask painting for elemental materials, in this case moss.

Bridge created in 3ds Max. Reused tiling textures from within zone. Custom mask painting for elemental materials, in this case moss.

 Bridge created in 3ds Max. Reused tiling textures from within zone. Custom mask painting for elemental materials, in this case moss.

Bridge created in 3ds Max. Reused tiling textures from within zone. Custom mask painting for elemental materials, in this case moss.

 All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

 All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

 All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

 Terracotta material created in Substance Designer. Based on ancient pottery reference photos.

Terracotta material created in Substance Designer. Based on ancient pottery reference photos.

 Terracotta pots and bench both created in 3ds Max. Pot is textured with my Substance, and bench is reusing tiling wood from the scene, but with a custom blend mask painted in Substance Painter.

Terracotta pots and bench both created in 3ds Max. Pot is textured with my Substance, and bench is reusing tiling wood from the scene, but with a custom blend mask painted in Substance Painter.

 Inner window curtain material created in Substance Designer.

Inner window curtain material created in Substance Designer.

 Inner window curtain material created in Substance Designer, and combined with an animated emissive shader, which I tuned accordingly.

Inner window curtain material created in Substance Designer, and combined with an animated emissive shader, which I tuned accordingly.

 Hanging pheasants and dried herbs created in 3ds Max and textured with Substance Painter and Photoshop. Also terracotta pitchers.

Hanging pheasants and dried herbs created in 3ds Max and textured with Substance Painter and Photoshop. Also terracotta pitchers.

 Hanging pheasants and dried herbs created in 3ds Max and textured with Substance Painter and Photoshop. Wicker basket created in 3ds Max and reuses existing tiling basket weave.

Hanging pheasants and dried herbs created in 3ds Max and textured with Substance Painter and Photoshop. Wicker basket created in 3ds Max and reuses existing tiling basket weave.

 Torch created in 3ds Max and uses a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

Torch created in 3ds Max and uses a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

 Wood brazier created in 3ds Max and using array materials, combining different stone and metal variations through masking in Substance Painter.

Wood brazier created in 3ds Max and using array materials, combining different stone and metal variations through masking in Substance Painter.

 Torches created in 3ds Max and use a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

Torches created in 3ds Max and use a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

 Small braziers created in 3ds Max and use a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

Small braziers created in 3ds Max and use a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

Dwarven Shield Artifact
Dwarven Shield Artifact
Dwarven Shield Artifact
Dwarven Shield Artifact
Dwarven Shield Artifact
Middle-earth: Shadow of War - Dwarven Shield Artifact
Gondorian Brazier
 Bridge created in 3ds Max. Reused tiling textures from within zone. Custom mask painting for elemental materials, in this case moss.
 Bridge created in 3ds Max. Reused tiling textures from within zone. Custom mask painting for elemental materials, in this case moss.
 All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.
 All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.
 All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.
 Terracotta material created in Substance Designer. Based on ancient pottery reference photos.
 Terracotta pots and bench both created in 3ds Max. Pot is textured with my Substance, and bench is reusing tiling wood from the scene, but with a custom blend mask painted in Substance Painter.
 Inner window curtain material created in Substance Designer.
 Inner window curtain material created in Substance Designer, and combined with an animated emissive shader, which I tuned accordingly.
 Hanging pheasants and dried herbs created in 3ds Max and textured with Substance Painter and Photoshop. Also terracotta pitchers.
 Hanging pheasants and dried herbs created in 3ds Max and textured with Substance Painter and Photoshop. Wicker basket created in 3ds Max and reuses existing tiling basket weave.
 Torch created in 3ds Max and uses a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.
 Wood brazier created in 3ds Max and using array materials, combining different stone and metal variations through masking in Substance Painter.
 Torches created in 3ds Max and use a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.
 Small braziers created in 3ds Max and use a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.
Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Dwarven Shield Artifact

Working from a concept, I created this collectible item first in 3ds Max, then added wear and tear in Zbrush. I then baked and created all textures for it in Substance Painter.

Middle-earth: Shadow of War - Dwarven Shield Artifact
Gondorian Brazier

I created the iron and stone braziers throughout Minas Ithil. Substance Painter was used for painting material blend masks. Ornamental detail was reused from a texture sheet created by Phil Liu.

Bridge created in 3ds Max. Reused tiling textures from within zone. Custom mask painting for elemental materials, in this case moss.

Bridge created in 3ds Max. Reused tiling textures from within zone. Custom mask painting for elemental materials, in this case moss.

All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

All buildings within the outer walls were initially created modularly. My responsibilities were to combine and optimize the modular pieces, then paint a custom mask for each one in Substance Painter for clean, worn, damaged, and elemental materials. I then added additional decoration, such as metal fittings around edges. I also created unique windows for each building, which gave the scenes more variance when viewed from afar.

Terracotta material created in Substance Designer. Based on ancient pottery reference photos.

Terracotta pots and bench both created in 3ds Max. Pot is textured with my Substance, and bench is reusing tiling wood from the scene, but with a custom blend mask painted in Substance Painter.

Inner window curtain material created in Substance Designer.

Inner window curtain material created in Substance Designer, and combined with an animated emissive shader, which I tuned accordingly.

Hanging pheasants and dried herbs created in 3ds Max and textured with Substance Painter and Photoshop. Also terracotta pitchers.

Hanging pheasants and dried herbs created in 3ds Max and textured with Substance Painter and Photoshop. Wicker basket created in 3ds Max and reuses existing tiling basket weave.

Torch created in 3ds Max and uses a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

Wood brazier created in 3ds Max and using array materials, combining different stone and metal variations through masking in Substance Painter.

Torches created in 3ds Max and use a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

Small braziers created in 3ds Max and use a 2 blend material, combining raw and rusted metal through masking done in Substance Painter.

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