Third Generation Attack Drone for Descent. Sketching in blender, then semi-high poly to game asset, substance painter detail painting and materials and finally into ue4 with Guidance of the Art Director Michael Morlan at Descendent Studios in 2017.
On this one we had quite a lot of iterations and talk on which way to take this.
more pics at https://www.artstation.com/artwork/d1rLw
ttxpetillo
workflow itself was pretty much basic box modeling, on the artstation link there is bunch of iterations that we went through.
later on i've moved more boolean workflow when concepting.
this way i have good semihigh poly model to bake base normal map. and then paint all the normal details in substance.
Do you use any addon on it? or just substance decals for detailing?