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Brian Bann

JANUARY 2013


This scene was modeled in 3ds Max, textured in Photoshop using nDo and dDo, and finally it was arranged and lit in UDK.

I went into this project being conscious of time management. In order to shorten the time from conception to completion, almost all normal maps in the scene were created using nDo. Several normal maps were created using the traditional method of baking from a high-res to a low-res mesh. All wall pieces and floor pieces are modular, allowing for easy editing and assembly in-engine.

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