Now that Uncharted 4 has been released I'm finally able to show some of my work from the game. Big thanks to our programmers, riggers, animators, and lighting artists for making our characters look as good as they can at 30fps in-game. Our amazing concept team was an integral part of our final look, and went over and above to see their initial sketch to game completion. I worked on the title screen skeleton, a mass of enemy and crowd pieces, Hector Alcazar, and various adjustments to hero clothing assets post-outsource for Drake and Sullivan. There are a lot of game assets that became a collaboration of many artists from the character team, so I've selected pieces that are primarily my work.
Tuesday, 19 April 2016
After sinking many hours into Bethesda's Fallout 4, I took a stab at their Raider based on their concept I found here. I had a lot of fun experimenting with Substance Painter's powerful smart materials and generators. Highres was created in Zbrush, lowpoly was created in Zbrush/Maya, Substance Painter for textures, and I rendered in Marmoset Toolbag.
Bethesda's Fallout 4 Concept (not mine):
Monday, 8 December 2014
Joel's brown plaid long sleeve
Ellie's blood/tear smear progression during in-game cinematic (head model by Michael Knowland). Involved multiple masks and textures for blending
Ellie's torso and arms for Left Behind DLC
Infected runner face explode breakdown/process
In-game infected runner (before)
In-game infected runner (post-shot)
Friday, 10 October 2014
Earlier this year, Allegorithmic put on a challenge for artists to create a Titan character using their two programs Substance Designer and Substance Painter beta. I entered as a way to learn these programs and discovered the power of node based texturing. I really like their process, and have been able to include these tools in my pipeline at work to quickly produce results. Here's my entry below... it won me a lifetime subscription to all of their products!