This project involved the creation of the Puma Future Z as a low-poly, game-ready asset for an EA production, developed under a strict 1,350 triangle budget (LOD2). Working from a provided reference image, the objective was to deliver a visually accurate representation while adhering to real-time performance constraints.
The high-poly sculpt was developed in ZBrush to capture surface detail and material definition. The asset was then retopologized in Autodesk Maya, carefully optimizing geometry flow and silhouette fidelity to meet the polygon limit without compromising form. This process required deliberate decision-making around edge placement, curvature simplification, and detail prioritization.
Texturing combined vector-based workflow in Adobe Photoshop (where the base texture was constructed using layered vector shapes for maximum color flexibility and iteration) with refinement and material definition in Substance 3D Painter. This hybrid approach ensured both precision and adaptability across variations.
For final presentation, the asset was rendered and validated across Arnold, Marmoset Toolbag, and Unreal Engine, ensuring consistency in shading and material response across different rendering environments. Final editorial and presentation polish were completed in DaVinci Resolve.
This piece reflects my experience working within real-time constraints: balancing optimization, visual fidelity, and pipeline efficiency while maintaining production-ready standards.
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