Breakdown
Maya
- Modeled out individual crates
- Uv'd maintaining Pixel Density Ratio
- Assigned separate materials to assign color ID in Substance Painter
- Exported Low Poly
MudBox
- Imported Low Poly mesh
- Subdivided scene
- Exported High Poly Mesh
Substance Painter
- Imported Low Poly Base mesh
- Baked textures and assigned High Poly Mesh as cage for Low Poly mesh
- Painted and Textured Model ( Used 4K Maps for the Solo Shots and 2K maps for the group scene)
- Rendered using Substance Painter Iray Engine
Arnold
- Additional Maps were rendered using Arnold
- Wire