The art book Substrata headed by my friend Paul Richards is finally released. Im lucky enough to be featured opposite Darren Bartley himself!
You can order Substrata here!
Monday, July 29, 2013
Thursday, June 13, 2013
Tuesday, March 5, 2013
I have created a digital sketchbook on Polycount primarily to keep track of all of the hand painted textures I have been doing, it can be found here: http://www.polycount.com/forum/showthread.php?t=117686
Friday, December 7, 2012
Monday, October 22, 2012
Our fist DLC patch for Starhawk was the swampy planet of Cypress. This was easily the most enjoyable planet to work on. With Mark Skelton, we sculpted all of the plants and trees, roots and stubs which jutted all throughout the ground and reached to the clouds. These trees were broken into modular units so that we could create each tree individually but at a quick pace. No two trees are alike.
For most of these levels I was in charge of layout as well.
Shattered planet was a tough world to work on and design. The planet was simply falling apart around you, the challenge was creating a visually interesting area while maintaining a navigable play space. I worked on all of the rocks for this planet with Mark Skelton. They were extremely fun to sculpt due to their slightly stylized and exaggerated forms. We needed large forms with areas of detail. We also used detail normal maps for extra scale and detail. Here you see the macro sculpts from ZBrush.
Here is a shot from one of the later levels in the middle of a battle. Chris Smith did all of the vehicles on Starhawk, and he killed it!
Here is a progress update on the mock Uncharted 3 concept art by my friend John Park (http://jparked.blogspot.com/). It is quit a large piece, so in order to actually finish it, I broke it down into modular pieces, the overall temple is a cylinder, so I broke off a fraction of that and modeled/sculpted only what I could instance around. These shots are of course WIP, however I think they give a good feeling of the direction where this piece is going.
|John Park Concept|
Dust is my favorite planet in Starhawk and I was glad to be able to work on it so much. I was in charge of the Outcast totems you see here as well as some of the rocks and layout for these DLC pieces. Jonny Galloway did an excellent job bending world machine to his will on this planet.
I created the homeworld buildings, such as these shacks here, which populate the entire planet. These buildings were used to create the main towns such as Whitesands in Starhawk.
These are some prototype ships done in exploration for seeing just how far we can take and create an epic space battle. These ships are 100% DESTRUCTIBLE. I cant stress enough how much work went into creating these pieces. The focus for each piece was to enable them to fit with one another, this meant that all surfaces needed to be accounted for to the n'th degree. The following images are a combination of work done by Jonny Galloway, Matthew Breit and Mark Skelton. I handled the largest connector bit as well as the fins throughout the ships.
Here is a simple breakdown on one of the fins. They are comprised of an internal foundation, flashing, then hull plating which was broken into INDIVIDUAL panels for the most realistic results.
The Comm Base was one of the first models I worked on for Starhawk. I spent a majority of my time on the largest assets in Starhawk, and this one is one of the biggest. It was the highlight of the Starhawk demo and unveil videos, but was not intended for the final game.
The Canyon Elevator is another massive structure, it connects the ground base to a supply ship in orbit via a spine which stretches through space. In the game a large climactic battle takes place ontop of this structure based around gameplay in which the cargo (seen on the left in containers) is jetting up into space during combat.
These are a few of the sculpts I did specifically for textures on Starhawk, these were alot of fun to do. Primarily I would block in interesting shapes in maya, import them in and use an alpha grab in ZBrush to create a stamp, then I would block in my pattern and sculpt traditionally on top of that. Its a fast and effective workflow.
Matthew Breit and I were tasked with creating the visual construction of the buildings on the harsh Acid Sea planet. These buildings had to stand out as imposing as well as something that could be built on an uneven surface. The darker color schemes and angles helped relay their more tough demeanor.
The acid sea elevator is a tower of intimidation, this was a very fun model to work on, it is the center point for the level and it completely destructs as well! Its also one of the largest structures we have in the game (it reaches to space!)
Note how the buildings interact with one another, this was part of their design, we built each piece to work together for maximum versatility.
Here is a good shot of the roads which I worked on with Jonny Galloway, these roads were modular in their construction so that we could vary them up throughout the numerous levels they appeared in.
Sunday, October 21, 2012
Due to having a small environment team, we needed to come up with a solution to build epic space areas for battles to occur. The most efficient approach was to make these space "nuclei", bits of space station that can be rotated and fit into one another for maximum diversity. In addition to changing their paint colors, each piece also had accompanying pipes and connectors as well as glowing windows which further hid the fact that only a few pieces were creating entire levels.
Jonny Galloway and Matthew Breit spearheaded the implementation of these massive pieces, we each hand our hands on them.
I was in charge of this area, from destruction to layout.
Here is a shot of one of the first levels in the game using only a handful of modular "nuclei" parts
Here is another example of those same parts rearranged into a completely new structure.