Hero props for Wreck League went through the complete pipeline — modeling, texturing, UVs, baking and implementation — built to stand out as focal points within the game's environments.
As with the rest of the project, every prop had to hold up on both PC and mobile, so budgets and texture resolution were locked in early and respected throughout.
Each piece started from a 2D concept pass to lock down silhouette and personality, then moved into a high-poly sculpt in ZBrush to push detail — skin folds, stitching, dents — before being retopologized into a clean, game-ready low-poly mesh. From there: UV unwrapping, baking the high-poly detail down into normal and AO maps, and a full hand-painted PBR texture pass in Substance Painter to land the final in-engine look you see on the right of each breakdown.
Concept art, high-poly sculpt and final textured result for each hero prop, side by side.