I have been perfecting various workflows for creating tiling component based environments at work and started this personal project to show how effective this can be. Every piece in this environment is designed to be pieced together providing quick and easy level building once the main pieces are complete.
The individual assets are produced by baking highpoly sub’d and Zbrush sculpted models down onto lowpoly in-game meshes.
I’m also experimenting with creating all the normalmaps first pass then lighting and specular before creating the diffuse last. This, I think, helps with getting form and material attributes correct before the colour is added.
these shots are taken straight off a 360
Here is a selection of the highpoly assets I have created.