Crystal Staff

I wanted to put my skills to the test with this project, so it was created from scratch in about a weeks span.

I really wanted to encapsulate the look of the old and weathered wood in the concept, so during the high-poly sculpt I intentionally made the crevasses deep for baking and texturing, so it came across strong enough in the curvature map.

All aspects of this piece were poly-modeled rather than taken to Zbrush and sculpted. My reason for this was because of the tight deadline I had, I wanted to spend the extra time focusing on textures, rather than topologizing in Maya. Therefore, when it came to sculpting the details, I already had a low-poly base ready for the baking phase.

For the wraps, I extracted the faces around the areas they were at and used Mayas shrink wrap deformer to make them fit along the surfaces, and then extruded them.

Polycount: 2,348

Programs used: Maya, Zbrush, Substance Painter, Unreal Engine 5, Photoshop.

Concept by: nataliaszrama.artstation.com


Process


Before

After

Concept by: nataliaszrama

I have such an attachment to this concept/project because it was the first prop I ever made that was game ready! I remember being so truly proud of how it turned out initially, it really motivated me to continue being a 3D artist. Fast forward a few years and once my 3D skills got better, I wanted to recreate the concept to compare and see how much I improved in the last 2 years. It has been extremely rewarding to see!

Hopefully in the future, I can compare even more progress!