I started working with Kore in 2024, hired to create realistic, low-poly 3D assets for their VR Korean Language game. This was a really steep learning curve, and so so much fun. It was my first time having to create models for use by a team, ie. sharing model files, having to optimise them for Unity, and having to model light and decimate to keep our poly count manageable.
I collect a lot of reference for each food item, particularly considering the product type that a Korean would think of or recognise at the market. I create the model in Blender, unwrap it and send the whole FBX to Procreate, where I can paint it in 3D space, including roughness and normals. Then I send it back to Blender and adjust the meshes, then send just the texture image back to Procreate to bump up the detail and work up the colours. I normally make the texture a full sheet at this stage, just to give a bit more wiggle room for UV placement.
Labels are created in Illustrator and often composited in Photoshop for really mind-bending combos.
When I’m happy with an item I drop it into my lit scene to share images with the team, and when they are approved I do a final composite bake and share the asset. This workflow was developed over time with my team and seems to work well.
Find out more about Kore here:
koremeta.com

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