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Tuesday 3 July 2012

2d Artwork





The Resistance


I was very priveleged to do the illustration of the highly succesful social deduction game The Resistance. Originally I illustrated 10 characters but due to the immense succes of the game I was asked to do another 10 more for a second bigger edition that will soon hit the shelves in big stores like Barnes & Nobles. This one will feature my artwork on the cover as well.



Review and explanation of the game:



Dragon Monastery

Over 3/4 of a year I worked in a team on a Dragon Monastery level in UDK. Initially my task was as a sculptor providing low and high poly geometry for the creation of normal maps and the base ambient occlusion map for the textures. Later on I actually joined the texturing team and created assets from start to finsih.

Video:


screenshots:










Here is around 65% of the assets that I created for the level. Besides these I made the color map for the dragon, created tileable plaster textures for non-textured pieces, created a wall system, skeleton and a couple of others. 
















Perseverance

The following assets were created for gamelab 4 | Perseverance. Basically my 4th project where we work in a team to create a game from scratch to finish in 14 days. I joined the team after they had been in development for half a year and was in charge of creating all the assets for the desert level. Here are a few examples of the work I have done.

Main workflow was to sculpt using dynamesh or basemesh from maya, then decimate, uv unwrap, bake maps using Xnormal and then a diffuse map in photoshop.















Here is a gameplay video of the game. My assets are mainly used in the desert (briefly shown) and some in the city.

3d Character Work

The Hellboy model was created for the 1st 2nd year sculpting class. It was my first ever character and zbruhs project. I also created multiple facial expression to be used as a base for blend shapes. 




The next model was created for the 2nd zbrush class of this year. I used the same character in our later world building project.




Architectural Visualisation

For this assignment I was given a location in the city where I live. The building was built with as few textures as possible and then rendered using Chaos Group V-ray.

video:

Comped renders that were given a vintage look: