For this project, I wanted to experiment with different types of modelling approaches while still adhering to the visual style and composition of the concept art. I experimented with subdivision modelling, box modelling, and boolean. I also wanted to try out modelling characters, as opposed to sculpting them (which is the method I usually adopt). I made sure to have a reasonable polycount to make the scenes optimized for games while keeping the silhouette in tandem with the concept art.
I eventually baked out all the details to the base colour map to also add to the optimization of the scene. I had fun adding details and damages to the high poly sculpts. I then used retopology and baking to bring the assets to medium-poly.
All assets were modelled and textured by me
Concept art