Hey everyone,
with all the rumors of a new Diablo game in the works, and since I will be attending Blizzcon this year I wanted to put together a modular dungeon kit to possibly show off (if I possibly get to mingle with any Blizzard artists) at the event. The biggest challenge is going to be the texture work. After reading the requirements on their career postings it sounds like the game will be using PBR, and very ZBrush and Substance heavy. Since Diablo 3 was textured similar to how WoW is textured, the challenge is basically trying to guess what the next evolution in graphics and art direction the game will go in. There is no doubt that it will be stylized, but I think it will be a little grittier than D3. Probably the best reference I can use on what it might look like is the Diablo section of the Overwatch map 'Blizzard world'.
The first model I attempted to make was a heavy door.



I then decided to make some tillable textures. The first one was blocked out in Maya, sculpted in Zbrush, baked and painted in Substance Painter. The second one is made entirely in Substance Designer. They both are presented in Marmoset Toolbag.






Not really happy with these assets just yet; I am just trying to see what sticks and what methods work best. I doubt the big and important textures would be procedural, maybe the small assets would go that direction. I feel like letting the Zbrush sculpt shine through in the bakes without additional noise is going to be key.
If anyone can give me any insight or art direction on how I can tackle building this that would be greatly appreciated!
Should be a fun little project.
