Between 2014 and 2017, I had the opportunity to work with Firaxis Games, as a freelancer, to create a few Environment Props for XCOM 2, and XCOM 2: War of the Chosen. Most of my work was using a standard high-to-low modeling process and atlas bake. However, the 'clothing' assets did require me to learn Marvelous Designer, which was a very interesting experience!
Special thanks to Greg Foertsch and Brian Theodore for the opportunity, and for the team managing the asset integrations.
The images below are a bit random and unorganized, as they are from my progress check-ins with Firaxis, but they are 100% of my work and process. Software used: 3ds Max, Photoshop, Substance Painter, and Marvelous Designer.
XCOM2 (Freelance Props)
Between 2014 and 2017, I had the opportunity to work with Firaxis Games, as a freelancer, to create a few Environment Props for XCOM 2, and XCOM 2: War of the Chosen. Most of my work was using a standard high-to-low modeling process and atlas bake. However, the 'clothing' assets did require me to learn Marvelous Designer, which was a very interesting experience!
Special thanks to Greg Foertsch and Brian Theodore for the opportunity, and for the team managing the asset integrations.
The images below are a bit random and unorganized, as they are from my progress check-ins with Firaxis, but they are 100% of my work and process. Software used: 3ds Max, Photoshop, Substance Painter, and Marvelous Designer.


Example of jeans pattern I assembled in Marvelous Design, then stitched together, and folded through simulation. (All of the other clothing elements were created using this same process)























