









|
HIPOLY |
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LOWPOLY |
07/2004
~2000 triangles. Warhammer 40k Sororita sister of battle.
07/2004
Painted skin for the Sororita model.
05/04/2002 - 2692 triangles
his was done for Dungeon Siege and was supposed to be hovering connected with bridges. By the time they had released the mod tools i had moved on.
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Star Trek 2012 |
I found myself spending a lot of my time doing quick paint overs and sketches, be it quick on paper or PS. All this was usually done on the fly as level designs changed and grew.
In this case I did a set of paint overs covering most of the room. Some were more finished than others depending how clear I felt things needed to be to get them done.
I then did all the textures and had a junior use them to create the final ingame art.
I found myself spendinga lot of my time doing quick paint overs and sketches, be it quick on paper or PS. All this was usually done on the fly as level designs changed grew.
In this case I did a set of paint overs covering most of the room. Some were more finished than others depending how clear I felt things needed to be to get them done.
I then did the textures and had a junior use them to create the final art.
While sketches and paint overs were great to illustrate ideas for other artists, they always seemed a bit slow and overkill for myself, given the time available.
I started using modo's sculpting to flesh out details and shapes on my or existing proxies really quick before doing a hipoly, which turned out to be an awesome approach I still use to this day.
This room was done during the last 2 weeks of production (there was still a lot of content being made at that point). I did a quick paintover for myself over an afternoon.
The room is loaced inside a spherical space of the starbase.
I created most of the content myself, passing it off to juniors to add some missing pieces and unwrap some of the tiling parts.
The... pincers (?) were ment to open and close as the energy in the middle builds up, but I don't think that animation actually made it into the game.
I blocked out the enterprise bridge and did some of the consoles myself to set materials and standards for the rest.
I blocked out the enterprise bridge and did some of the consoles myself to set materials and standards for the rest.
With everything being done on the fly, I rarely had enough time to figure out a whole space.
I usually just had enough time to look at the space, figure out some color/accents breakdown in my head and then do some rough paint overs for the artists to work from.
When I wasn't too happy with my own crappy paint overs I would proxy out something I liked better myself, and sometimes would make the time to do the modeling and texturing too. As long as a proxy was in game, I could do the final art on the side in between other things.
When I wasn't too happy with my own crappy paint overs I would proxy out something I liked better myself, and sometimes would make the time to do the modeling and texturing too. As long as a proxy was in game, I could do the final art on the side in between other things.
When I wasn't too happy with my own crappy paint overs I would proxy out something I liked better myself, and sometimes would make the time to do the modeling and texturing too. As long as a proxy was in game, I could do the final art on the side in between other things.
Since I often design things from scratch in 3D or still fiddle with the final looks in 3D I'm used to model things out, even if I only bake the minimum needed to create the lowpoly and any variations I want to do with it.
WIP
The Starbase cafeteria was one of many spaces in the game concepted (one asset at a time) and built on the fly.
WIP
The Starbase cafeteria was one of many spaces in the game concepted (one asset at a time) and built on the fly.
Generic engineering prop. With some complex machinery or shapes it was sometime easier to just model it myself. I seem to have been doing SciFi for a decade now so I have a decent collection of pieces I can just stick into things with some pipes/cables around and voila... tech done.
First tries at coming up with Gorn trim textures. The style became more organic towards the end after we got an art director.
The new federation phaser. I'm not sure if there's an explanation of how it's triggered, since there's no trigger.
Was modeled after movie screenshots and a plastic toy, and tweaked it later when we got photos of the actual movie props.
The (not really a) dam was just a quick background piece. With the time left it was what seemed would make the largest impact on the background scene, making it all look less like proxies.
Was built/textured within 2-3 days. I was looking at Dams when I was making it but in the heat of things it didn't occur to me that I was looking at the wrong side of the dams, the one facing away from the water... either way, it's the visually more interesting side, and Vulcans are crazy aliens... and that really wouldn't be a dam anyway, and so on...
I think I did the basic texturing myself, but juniors did the baking and more detailed texturing... can't remember.
I also didn't mean for the noisy version (with the grates in the center) to be used so much, it was ment to be only used as an accent along the wall, adding something techy to an otherwise too human and plain looking wall but... when rushing, communication suffers.
We actually got a concept for this. For speed reasons (had to be done NOW!) I built and textured a straight modular section myself, then handed it over to juniors to do the myriad of different pieces needed (T sections, corners etc. not an enviable task).
We actually got a concept for this. For speed reasons (had to be done NOW!) I built and textured a straight modular section myself, then handed it over to juniors to do the myriad of different pieces needed (T sections, corners etc. not an enviable task).
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THE EGG ROOM 2010 - In game scene |
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AFRICAN ENVIRO - 2011 |
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NEW YORK-ish ENVIRO PROPS - 2009 |
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JARFLY - 2009 (I think) |
Modeled lowpoly, sculpted the hipoly out of it in modo (image based sculpting at that time = crappy res) and baked the results back into the lowpoly.
Applied the base texture in PS and then added the rest directly in modo.

As a bit of a reference addict I always walk around with a camera.
The yellow leaves used throughout the demo were picked up from the street (I made it look casual) and then brought to work and photographed on top of a white background that I could easily remove to create an alpha.
I shot different densities and configurations for future use.
Bridge Textures
I redid all the terrain textures from scratch and sculpted heightmaps for all of them in modo (learned a lot about patience), which then could be used for heightmap blending or to generate self occluding normalmaps.
The resulting occlusion maps added a lot of depth to what was a mostly flat terrain.
More modo heightmap sculpting and the resulting occlusion map in engine.
I gave all the interiors the same treatment, the old wavy wallpaper walls inside the farm house looked especially nice.
I did all the trees and vegetaion + layout working with the scene already established.
Lots of tree instances in modo that were then exported in batches.
The trees themselves were really cheap and simple. Given the foggy horror setting of the scene, they just needed to make good silhouettes most of the time.
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BEFORE AND AFTERS |
This image shows Dark Sector before and after I took over environments.
The lower half of the screenshot shows Dark Sector as it was coming along (not my work).
The upper half (minus the car, lamps, tree and manhole) was what I managed to do withing a month, the time available to make an art style guide. The screenshot itself was taken at a later time, when stencil shadows were replaced by lightmaps etc.
I laid down the quality standards and techniques used, trained the other artists on how use them and helped them as best as I could within the time left to gain a better grasp for building architecture and creating interesting areas.
We couldn't affort making a custom texture for every building but I still wanted a rich amount of trims and decorations.
With the help of the programmers to write the basic shaders, this is what we ended up with.
An encounter before meeting me.
The encounter after a week of work.
The gameplay didn't have to change, the spaces, paths etc remain exactly the same in the new layout.
Also, all pieces are modular so the bridge, walls, industrial buildings etc can be expanded and reused.
After a week in the game engine.
The architectural geometry is all done from scratch plus, reusing doors/windows/props I had already done.
Not all textures in this encounter were done by me.

Did the train wagon too
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Ingame
The low poly went through too many hands before it was given to me to make the hipoly and final lowpoly of whatever i could come up with.
It was supposed to feel like a locomotive. Didn't have time to detail the lower side of it, but it wasn't seen in the cinematic anyway.
A small palm sized drone
The hero's small stealth ship, and my first ever hipoly model.
They were broken down into metal panels that I could combine to form any required shape and intersection.
They were broken down into metal panels that I could combine to form any required shape and intersection.
The different pannels that made up the catwalks
Your average SciFi computer/server thing.
Your average SciFi computer/server thing, ingame

Pannels used to build floors etc.
Personal computers didn't get very personal in the future.
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