Dead by Daylight
3D Environment Artist - Modeler
My mandate on Dead by Daylight was to update the assets of various maps to upgrade the visuals of the game to current gen standards at the time.
Most of the assets were modeled from scratch and fully textured in substance painter. I also re-made some of their organics using speedtree.
My tasks were to:
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Create new assets following the updated pipeline for the game
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Update existing assets for a more current gen visual.
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Follow optimisation constraints for multiple platform releases
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Update gameplay elements while preserving density and dimentions
Software used:









Pieces modeled in high/low resolution using triple edging. Once baked and textured, I assembled the whole panel.

All details modeled and baked on a much lower resolution model. Occlusion, roughness and metal maps combined on RGB channels in engine, seperated for the purpose of this portfolio

Modeled baked using triple edging as well. Finished in substance painter.

3 seperate assets combined in one texture. Modeled in maya, baked and finished in painter.

Two assets for 2 different maps. Modeled and baked as well. Fully textured in Substance Painter.

Another asset baked and finished in Painter. Going for a leathery feel on this one.

A more organic model to showcase.

Two of the barrels I made for a recent map.

A small simple prop modeled and then baked/textured in painter. All on the same texture

One of the many elements of vegetation I did for the project. Im showcasing this one because it one of the most detailed trees I have done so far. Made using SpeedTree, then Zbrush, optimized and unwrapped in maya and finished in Painter.
