Environment Modeling for the Egypt area, and part of Thule.
EGYPT:
Most of my work focused on Chapter 8 & 9, received a rough layout for the stages and started to build from there.
Modelled assets, added details on zbrush, baked maps and painted textures.
Created and set collision & LOD data for each asset.
Placed on the map keeping visual interest and balance on mind.
Adjusted the position, intensity and other properties of lights in the game engine.
Prepared areas for and baked Light Maps.
As long as the initial layout was kept we had a lot decision over the look of the environment, "as long as it looks good and follows the visuals its ok" was the norm and it really helped develop some sense of what makes a space feel real.
With concept art and a couple of assets already prepared by PG we could match our work to the environment feel and avoid out-of-placeness overall.
THULE:
This was actually the start of my involvement in this project.
Modelled and textured rocks for this stage.
Created assets from existing ones (e.g. debri, etc), adjusted textures accordingly.
Polished terrain geometry, merged assets, cleaned hidden polygons.
Rearranged and added assets.
Besides environment work, looking for bugs on other stages was another task we did as well!
By the way, initially we were a 4 people team on Thule, but most of the egypt area was done by three people including myself.
Not sure how specific I can get but let's just say it took many many months, Egypt and part of Thule.
First time doing a full environment like this, and while it was incredibly challenging I absolutely LOVED seeing everything come together.
I definitely want to become more skilled at this type of work.
Bayonetta 3, 2nd official trailer
Beginning of Chapter 8