Breakdown of some of the modular sets and props I worked on as a part of the environment content team for Halo Infinite. I was responsible for taking assets from proxy to final geometry, trim, UVs, collision, mask painting, and with certain props hi to low baking and texturing.
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Additional Credits:
- Shawnell Priester for hard surface trim textures and some asset proxy
- James Munroe for some asset proxy
- Rogelio Olguin, James Ritossa, and Kim Kirchstein for materials, surfacing, and some mask painting