Trimsheets + Nanite for Sculptures
1. Blocking & Pre-Production in Unreal
I started by modeling directly in Unreal Engine to ensure accurate scale and proportions from the very beginning, then exported the greybox/blockout to Maya to refine geometries and add hard-surface details and plan and create my texture trimsheet system for optimized workflows.
2. Trimsheets & Blueprints: Reusability
Developed a trimsheet system for repetitive elements (pillars, walls, ceilings, modular assets), avoiding individual material assignments.
Implemented a Blueprint with sliders (as it seems in the painting frames) to instantly swap textures, speeding up iteration and reducing manual work.
3. High/Low Poly + Nanite Workflow
Environment: Traditional high-to-low poly baking for furniture and structures.
Sculptures: Leveraged Nanite for organic pieces (sculpted in ZBrush/Nomad) to preserve cinematic detail without performance cost.
4. Interaction & Audio: Final Polish
Custom colliders on the character to prevent clipping and improve physics.
Audio Blueprint with classical music, bringing life to the museum space.
Tour
Process
Photo Blueprint
Unreal Engine Map with Audio Blueprints