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Resident Evil 1 Remake 2026 – Spencer Mansion – Work in Progress
Resident Evil 1 Remake 2026 - Spencer Mansion - Work in Progress, progetto di Giuseppe Gambera, immagine 1 di 17
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Resident Evil 1 Remake 2026 - Spencer Mansion - Work in Progress

pubblicato il 20 Settembre 2026
Giuseppe GamberaVedi il profilo
Descrizione

This is the current WIP of a personal project I've been working on in my free time after work and the gym, so I can usually dedicate only about 2 hours a day to it when possible.
It's been in development for around 2 months now. This scene was created entirely from scratch using Maya, ZBrush, Substance and rendered in Unreal Engine.
I'll keep you posted as I continue developing the project.

Categoria
Environment
Software
Autodesk MayaZBrushSubstance 3D PainterUnreal Engine
AI generativaNo AI
Tag#residentevil #remake #spencer #mansion #old #survival #horror #game #capcom #chris #jill #barry #wesker #raccooncity #raccoon #umbrella
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Giuseppe Gambera su ArtStation
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About the author

Senior 3D Environment & Prop Artist with over 10 years of professional experience across video games, VR, real-time productions, and entertainment projects. Specialized in hard-surface modeling, game-ready topology optimization, clean high-to-low poly baking, and AAA-quality PBR texturing. Experienced in creating high-fidelity props, digital twins, and environment assets for Unreal Engine and Unity, while meeting strict multi-platform performance budgets. Skilled across the complete asset creation pipeline, from reference gathering and high/low-poly modeling to UVs, baking, texturing, optimization, and engine implementation. Proficient in Maya, ZBrush, Substance Painter, Substance Designer, Blender, and Marvelous Designer. Throughout my career, I have developed a strong understanding of real-time production requirements, balancing visual quality, technical performance, and efficient workflows. My experience spans different production environments, allowing me to adapt to diverse artistic styles, pipelines, and project requirements. Alongside production work, I have spent several years mentoring junior artists and sharing practical knowledge through community-driven initiatives. Some of the artists I have mentored have successfully advanced to AAA roles at studios such as Ubisoft Milan.