Moria

Unreal3D

The idea behind the "moria scene" was to practise some next gen workflow techniques and bring it together in unreal. Models where blocked out in max then sculpted in zbursh. A low poly mesh was created from the zbrush mesh using meshlabs. The high poly mesh was was used to bake out AO and normal maps.

The scene was also a chance to learn more about unreal materials and really just get stuck in to see what crazy materials I could come up with.