In this project I present a few of the props I made for the environments in Frontline
I am wholly responsible for everything in all the assets
The assets were carefully picked and proper images were taken by me outside
After turning them into a pointcloud and then a highpoly messy mesh, they were cleaned up and made seamless in Zbrush, where I also took the highpoly
They were then made into lowpoly and uv unwrapped in blender, their diffuse projected from the original highpoly, then manually fixed on areas that the texture is messed so it is seamless and high quality all around
Then, the normal is baked from the Zbrush highpoly, the diffuse delighted if needed and a roughness/metallic deriven from the texture itself and manually if needed. This was done in Photoshop for simpler cases, but painter was used for a few trickier assets
This gives up the very high quality yet detailed and natural assets I have made
The process for creation of one of them is shown