|A collection of random props. Most use a 1024 texture set. A lot of research went into these props to make sure they were historically accurate for the time period.|
Wednesday, January 23, 2013
This is a selection of props made for the unannounced project. Set in the years just before 1900, these props are representations of casual items found throughout the industrial era.
These are a set of tileable textures I made for Vigil's unannounced project. They include everything to brick walls and plaster to sidewalks and cobblestone. In engine we would vert blend two or sometimes three different textures together to create a unique looking building or road.
|A simple brick texture, tiled 2x2. 1024 texture set|
|A plaster texture, made to look like 1900 london. Tiled 2x2. 1024 texture set|
|A sidewalk set, with a curb texture that seamlessly tiles into a 4-way tileable texture. Again, made to match sidewalks present in the late 1800s. Tiled 2x2 and 1x2. Both 1024 texture sets.|
|Implementation of the sidewalk set, with a cobblestone texture I created as well. 1024 texture sets.|
Sunday, January 20, 2013
This is a mace I created for the polycount Darksiders 2 weapon contest. It reflects the three "Lords of the Dead" that rule the abyssal plains in the Darksiders universe. The mace uses 1850 tris and 512x512 Diffuse, Normal, Specular, and Emissive textures. (*Photoshop Post-Process was used for the fumes in the images.)
These towers are examples of some kitbashed assets that I created during Darksiders 2 development. Using tileable strip textures in conjunction with custom objects allowed us to create a large amount of props and architecture with a small selection of textures and materials. The towers shown here used this process using two or three elements from other objects and combining them with architectural strip textures to create a completely new object using textures already being used throughout the level.
|Same as above, but the only custom mesh being the banner. All the rest were modelled and unwrapped to strip textures by me.|
This is a collection of world building that I completed throughout the Darksiders 2 project. The typical task involved taking a "grey-box" space to a fully arted area while preserving the design architecture such as traversal, puzzles and combat spaces. Using modular pieces in combination with a few kitbashed assets, such as cave walls or towers, the environment art team was able to create a multitude of environments within very strict visual budgets. In most of these screenshots, I completed 100% of the world-building. In all a secondary lighting and fx pass were done, though I did create the first passes.
|In this image, I did all of the worldbuilding, with a custom floor made in max instead of using terrain. It had to fit perfectly with an underwater bridge that rises out of the water.|
|Same as above|
|Here I created this wall out of modular pieces and shaped the terrain around it, using cliff meshes to create the organic rock on the side. The terrain sloped up to architecture and cliff, with a path leading through the area.|
|Same as above, more broken aqueducts for interesting water effects, and a purely asthetic facade. First pass effects by me.|
|A small, purely decorative room. One of the last rooms of the dungeon, it symbolizes the last struggle of the makers against the corruption.|
|A traversal room, this is the top, where corruption has seeped into the dungeon.|
|A traversal hallway. This was a very tricky one since the traversal beams were basically floating in mid-air when greyboxed. I figured out a way to make architectural sense, in addition to making the lava an important factor in the room.|
|In this image I did only the corruption in the area. At first it was barren with nothing, but design came up with the idea to add alot. And so I did, working with geometry added by other artists.|
|I completed this combat room, basically a boxed room. I decided to round out the corners to create more interest and add grating to the roof to allow the hanging coffins.|
|This is purely a combat room where waves and waves of enemies fight you. I wanted to make it interesting so I flipped it upside down, actually building it this way to make sure the combat space wouldn't be affected.|
|A huge puzzle room with alot of factors involved. Again, taking from a completely greybox environment. I had to incorporate a second level that basically sat on top of the first, so adding a balcony where the switch was helped show it's importance.|
|A puzzle room, this one involved the use of bridges in order to get to the chest on the other side. In the same dungeon as the one above, I needed to present a goal to the player, which can be easily seen by the lighting.|
|A simple earth environment, this was a nice chance to do something similar to Darksiders 1. Here the corruption is used as a light source and pathway for the players.|
|Same as above, but present version.|
|Same as above. Past version. The corruption in this room had to be destroyed to get rid of the corruption in the present version, to get access to a key. Creating a central space was important and all of the elements help point to that area.|
|Same as above, present version. The corruption that was destroyed in the past version gets rid of the corruption here, allowing access to a chest.|