I did this asset recently -using Zbrush/3dsmax/xnormals- to test a new and very fast workflow. It was also a way to train in rocks modeling in Zbrush.
The purpose was to make fast realistic 3D assets for next gen consoles PS4/ONE.
It took me about 2hours for the Zbrush modeling (but it could be faster), less than 1 hour to make the low poly + UV + exports, and less than 1 hour to make the texture.
I think with training 2 hours will be enough for everything !
The low poly is about 440 vertices and 760 Poly.
You can play around with sketchfab browser 3D viewer, and see the wireframe at this adress :
https://sketchfab.com/show/86ed645b1edf4b9babcdcd17a6d293cf
Here's a Next-Generation prototype made in 2010 at ELB Games (France).
This prototype use an house-in engine, it was done as a team work.
I worked on the modeling/texturing/shadering of many assets (props and sets) as the main structure of the buildings, the letter boxes and journal boxes, the gaz tank, signs, trash cans...
I also worked on the main ground textures and decals.
Here's some brand new assets I've done : the purpose is to integrate it all to an engine like UDK , CryEngine, or something else...
...But this is a WIP and for the moment I only have the assets rendered with Maya viewport as screenshots.
Some shoots of the scene (set + props) :
Some separated shoots of the important props :
And to finish a shoot of the textures in an Atlas
(Diffuse, normal map and specular are on te same sheet only for presentation) :
SOON THE INTEGRATION ON UDK, CRYENGINE, OR UNITY ENGINE !
Since the begining of 2011, I worked in an imaging architecture company (on real time engine : Unity, and on precomputed images rendered with 3DS Max and Vray) , here's some precomputed images rendered with Vray.
My task in that kind of images was modeling / maping / texturing and rendering in Vray.
Here's some dark and moody assets i made.
This is a semi-adandoned buiding, in a post apocalyptic New York.
I made the integral building : architectural research, modeling and texturing.
Count : 2973 vertices / 1940 Quads / 3437 Tris
Here's some screenshots made in the Maya viewport at high quality :
And here's some textures I made for this building (reduced for show):
This Blog gathers some of my 3D works I made since 2007 at ELB games (France), Sarbakan Games (Canada), Toneplus Animation (Japan), CyberConnect2 (Japan) and also some personal works.
With 7+ years of experience in the 3D industry and game industry, I worked on published games like :
Sony's "Puppeteer"
Namco-Bandai's "Guilty Dragon" and helps on "Jojo's All Star
Battle"
Disney's "Alice in Wonderland"
Activision's"Spyro : Down of the Dragon"
Atari's "Astérix at the Olympic Games"...
I also worked on many other video games demo projects, and as a photographer (I realised a photo book about Japan. My photos at http://www.flickr.com/photos/arnaudtuduri/ ).