God of War - Peaks Pass Rocks

Raul aparicio breakdown 01

In game sample of various assets combined.

Raul aparicio rocks 05 low

Low Poly

Raul aparicio rocks 05 hi

High Poly

Raul aparicio finalgame 13
Raul aparicio rocks 06 low

Low Poly

Raul aparicio rocks 06 hi

High Poly.

Raul aparicio rocks 07 low

Low Poly.

Raul aparicio rocks 07 hi

High Poly.

Raul aparicio finalgame 16

Background counter weight structures and some other industrial machines were built by Melissa Smith.

Raul aparicio rocks 03 low

Low Poly

Raul aparicio rocks 03 hi

High Poly

Raul aparicio finalgame 04
Raul aparicio rocks 04 low

Low Poly. This was a special tiling mesh that broken down into 4 parts to get the high resolution we needed. From this mesh we were able to craft many of the larger sets of the game. By creating custom shapes with a lattice, or making special shapes.

Raul aparicio rocks 04 hi

Hi poly.

Raul aparicio rocks 02 lo

Low poly.

Raul aparicio rocks 02 hi

High Poly.

Raul aparicio rocks 01 hi

High Poly.

God of War - Peaks Pass Rocks

This is the majority of rock assets made for the inside of the mountain. The initial brainstorming and blockout models were made by Paul Coda. We played around in the viewport and tailored the rocks with specific shapes that suited the needs of what we were trying to convey. As opposed to just sculpting random cool shapes. Once we were happy with the shapes, i sculpted the details of the rocks by hand. No photogrametry. And was also in charged of creating the Low poly, materials, textures and LODs of the rocks.

For the textures we used our layered material system heavily. Using a combination of different tilers and overlaying normal map baked traditionally. I sculpted all the details by hand, but i used substance designer to create macros to generate the diffuse, and curvature maps to use on our layered material editor.