Rohit Kapoor - Art

Rohit Kapoor - Art 3D Artist for Film and Gaming industry
This page is to showcase my 3D Artwork
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Another AAA game title in my pocket โคProud to announce that I have been involved in the development of ๐ƒ๐ข๐š๐›๐ฅ๐จ ๐Ÿ: ๐‘๐ž๐ฌ๐ฎ๐ซ๐ซ๐ž...
14/10/2021

Another AAA game title in my pocket โค

Proud to announce that I have been involved in the development of ๐ƒ๐ข๐š๐›๐ฅ๐จ ๐Ÿ: ๐‘๐ž๐ฌ๐ฎ๐ซ๐ซ๐ž๐œ๐ญ๐ž๐ working as a 3D Artist with the rest of my team and other talented artists at

Also thanks to Lemon Sky for inviting me for a celebration party over Zoom, and I can't wait to receive the merchandise

Developer:


Indian Vanโ€™s front was created as a game asset in the budget of 3456 Tris with 3 texture set (1st for main body : 1024 X...
25/05/2021

Indian Vanโ€™s front was created as a game asset in the budget of 3456 Tris with 3 texture set (1st for main body : 1024 X 1024, 2nd for windshield and wheel: 512 X 512, and 3rd for wires & decals with an opacity map: 256 X 256)
I used multiple software in the production pipeline of this asset.
3Ds Max for Modeling.
ZBrush for creating the rubber cover and surface damage.
Maya for high-poly re-topo and UV unwrap.
Substance Painter for baking, PBR texturing and rendering.

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

Mechanical Arm gaming asset in budget of 11,658 Tris and 4096 X 4096 Maps.Modelled in Max & Maya, enhancing material sur...
12/05/2021

Mechanical Arm gaming asset in budget of 11,658 Tris and 4096 X 4096 Maps.
Modelled in Max & Maya, enhancing material surface details and sculpted the rubber parts in ZBrush, then re-topo and unwrapped in Maya, baked and textured in Substance Painter, lastly I use Marmoset Toolset for the render.

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

Dirt Rally 2.0 - USA Track - Swipe right to see more >>It was an amazing experience to be a part of Codemaster's Dirt Ra...
11/05/2021

Dirt Rally 2.0 - USA Track - Swipe right to see more >>
It was an amazing experience to be a part of Codemaster's Dirt Rally 2.0 production (released on 22 February 2019). I was in the team which is responsible for the creation of this track where we need to do the asset creation, terrain sculpting and its' optimization, terrain blending, asset placement (props, rocks, trees, plants etc.), and ground cover. It was a totally different aspect of game environment that I yet to learn up to this point.
Here are some in-game and in-engine screenshots which included works of mine and other artists from Codemasters Studios Malaysia.

Watch the trailer here :- https://youtu.be/VUxbGko06I8

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

Dirt Rally 2.0 - Spain Track - Swipe right to see more >>It was an amazing experience to be a part of Codemaster's Dirt ...
10/05/2021

Dirt Rally 2.0 - Spain Track - Swipe right to see more >>
It was an amazing experience to be a part of Codemaster's Dirt Rally 2.0 production (released on 22 February 2019). I was in the team which is responsible for the creation of this track where we need to do the asset creation, terrain sculpting and its' optimization, terrain blending, asset placement (props, rocks, trees, plants etc.), and ground cover. It was a totally different aspect of game environment that I yet to learn up to this point.
Here are some in-game and in-engine screenshots which included works of mine and other artists from Codemasters Studios Malaysia.

Watch the trailer here :- https://youtu.be/VUxbGko06I8

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

Dirt Rally 2.0 - Australia Track - Swipe right to see more >>It was an amazing experience to be a part of Codemaster's D...
09/05/2021

Dirt Rally 2.0 - Australia Track - Swipe right to see more >>
It was an amazing experience to be a part of Codemaster's Dirt Rally 2.0 production (released in 22 February 2019). I was in the team which is responsible for the creation of this track where we need to do the asset creation, terrain sculpting and its' optimization, terrain blending, asset placement (props, rocks, trees, plants etc.), and ground cover. It was a totally different aspect of game environment that I yet to learn up to this point.
Here are some in-game and in-engine screenshots which included works of mine and other artists from Codemasters Studios.

Watch the trailer here :- https://youtu.be/VUxbGko06I8

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

I had the opportunity to work in the production of Crackdown 3 (released in February 15, 2019).I was responsible for mod...
08/05/2021

I had the opportunity to work in the production of Crackdown 3 (released in February 15, 2019).
I was responsible for modeling, texturing of the provided assets, and creating the tilable textures in Substance Designer. Also involved in Damage Pass of the props (creating damaged version for game interaction, ie: collision, fire-damage, explosion).
Was in the team of assets optimization in Unreal Engine 4, to improve the FPS and better real-time gaming performance.
Here are some in-game screenshots which included some work of mine and other artists from Sumo Digital Studios.

Watch the trailer here :- https://www.youtube.com/watch?v=XNzxuERS1Ls&t=213s

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

Made this Viking Leather Tunic in budget of 3800 Tris and 2048 X 2048 Maps.Aiming to replicate the realistic look as muc...
06/05/2021

Made this Viking Leather Tunic in budget of 3800 Tris and 2048 X 2048 Maps.
Aiming to replicate the realistic look as much as possible from the real life photo reference.
Base mesh created in Maya, sculpted in ZBrush, then re-topo and unwrapped in Maya, baked and textured in Substance Painter, lastly render in I-ray.

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

Zbrush sculpt of Viking Leather TunicPlease click on the artstation link in bio to see more high-res images and breakdow...
05/05/2021

Zbrush sculpt of Viking Leather Tunic

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

Leather Boots in budget of 2900 Tris and 2048 X 2048 Maps.Aiming to replicate the realistic look as much as possible fro...
04/05/2021

Leather Boots in budget of 2900 Tris and 2048 X 2048 Maps.
Aiming to replicate the realistic look as much as possible from the real life photo reference.
Base mesh created in Maya, sculpted in ZBrush, then re-topo and unwrapped in Maya, baked and textured in Substance Painter, lastly render in I-ray.

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

Zbrush sculpt of Leather BootsPlease click on the artstation link in bio to see more high-res images and breakdown.>> Mo...
03/05/2021

Zbrush sculpt of Leather Boots

Please click on the artstation link in bio to see more high-res images and breakdown.

>> More posts coming

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Mumbai

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