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DWWA Old - HandMine

First Texture Pass
This look was a little different from the shows version and was a little too gory.

We also couldn't use blood so we went in a different direction.

First Texture Pass
This look was a little different from the shows version and was a little too gory.

We also couldn't use blood so we went in a different direction.

Final Texture Pass

This was the final look for the asset. We decided to double down on the dirty look and make it a little darker to contrast with the sand in the environment.

Final Texture Pass

This was the final look for the asset. We decided to double down on the dirty look and make it a little darker to contrast with the sand in the environment.

Scultp in Zbrush

Scultp in Zbrush

Bake in Painter

Bake in Painter

Adding Mounds.
We decided to create mounds and give the asset more presence in the environment. This meant that we didn't have to just scale them up to an unrealistic size. (Although we did that too!)

Adding Mounds.
We decided to create mounds and give the asset more presence in the environment. This meant that we didn't have to just scale them up to an unrealistic size. (Although we did that too!)

UV Layout in Maya

UV Layout in Maya

UV Wrap

UV Wrap

Animations by Sophie Davenport
https://sophiedavenport2032.artstation.com/

Early stages of implementation.
We noticed right away that we needed something to bridge the gap between the floor and the asset.

We also had the issue of the hands (while accurate to size) were way too small and almost went unnoticed.

Mound Vs No Mound

Mound Vs No Mound

Reference Images from DoctorWHO

Reference Images from DoctorWHO