This is a selection of hard surface decals that I modeled in Blender and made into multiple trim sheets for our team to use throughout the project. These were all built off of difference concept details from our pre-production concept library. The goal was to create a library of hard surface details that captured the shape language of our universe and help our assets feel consistent. These were used on multiple levels, props, and through multiple programs.
All modeled and rendered in Blender. Imported into Substance Painter as individual assets for artists to use, and split into multiple trim sheets for use in engine. Blue detailing shown can be color shifted in Unreal to match the needs of the artist. All other detailing used as normal only decals, so they can be placed on any surface without the need for multiple material instances.
Modeled these and others not shown alongside Rajeev Nattam. Guidance and requests from Mak Malovic, Aiko Shinohara, Ashley Mortensen, and the rest of the World Art team.