Exalted Gladiator: Breakdown

My goal for this project was to push the detail as high as possible, while also keeping the assets optimized for realtime rendering.
I approached this task by gathering references of the assets I wanted to include. I also collected pictures of roman art, such as stone carvings, and used them to make Alphas in Photoshop.
I made low poly meshes in Maya and sculpted high poly versions in Zbrush.
I used the previously mentioned alphas to mask the meshes in Zbrush, where they were used to guide the design of the ornaments.
I used Substance Painter to bake the highpoly sculpts and materials.
Finally, I imported the game ready assets in Unreal Engine and created the composition.

Real time render in Unreal Engine

Real time render in Unreal Engine

Baked in Substance Designer

Baked in Substance Designer

Modeled in Maya

Modeled in Maya

Detail sculpted in Zbrush

Detail sculpted in Zbrush