Ancient Ruin

For this asset I was tasked with sculpting and texturing from concept. Created using a nanite pipeline I developed for the team in my role as Lead Prop Artist, a high poly sculpt was created in Zbrush, UV'd using Zbrush's new Polygroup to UV tool, then decimated.

Due to the polycount allowed with Nanite and the cost of using unique Normal maps on performance, this asset was used WITHOUT normal map, so every major surface detail was added to the sculpt.