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Basalt Doorway Diorama

For this diorama I wanted to really push my high-poly, and go through the full game art pipeline. I spent a long time in Zbrush, working the forms and keeping in mind the materialization while doing so. I was working off of my own concept while also remembering to think modularly when visualizing the columns and their variations. I then decimated my geometry using poly-cruncher within Maya. 
I am really grateful for : 
https://www.artstation.com/raquel_garcia 
who gave me some really valuable insight, and helped me to tackle decimated geometry. As well as giving me the idea to take on a smaller scale doorway diorama. 
After getting the geometry to conform to the high-poly nicely, I took my low-poly into substance designer. I used the 3D baking feature within designer to bake all my necessary maps, as well as transfer some textures to the decimated geometry. I also used this opportunity to gather some wood images and take them into designer to create the base for my door material. I did the bulk of texturing in Substance Painter. Basalt cliffsides oxidize to a really unique warm tone color, so I wanted to incorporate that into my piece. It was a really great experience, working with the organic shapes of the basalt columns. I am using this smaller scale piece as a proof of concept for a larger scale cave project coming soon.