Image Gallery
iPad Game - Hope's Quest
I was Lead Artist for this game project while at Rush Digital Interactive. The game is inspired by the classic PS1 game Intelligent Qube (Kurushi) I created all the 3D work and was responsible for the overall "look" of the game. I was also in charge of assigning tasks to our off-site contract artist. The scenes in the game differ a lot in complexity and some require multiple 512 color maps, all scenes have shadow maps and there is no bump, spec, or normal maps in the game. All scenes are under 15k tri.
Fantasy Hovel
Like most of the gaming world I had been playing a lot of Skyrim. I could not help but create my own Skyrim style scene. I Modeled the scene in Maya then exported to Unity. The scene uses a number of 1024 texture and normal maps as well as one 2048 shadow map. The whole scene took about 10 days to create, spaced out over 2 months since I wasn't working on it full time. A fair amount of the time was taken up just messing around with Unity.
Gem Mine
Based of Diablo concept art
Modeled in Maya and textured in two different styles. I used some Zbrush for the tree normal map and Crazy Bump for the rest of the normal maps. The cartoony version has no normal maps. There are 5 texture maps all 1024 each. Could probably atlas them into one 2048. There is also one 2048 Lightmap
Modeled in Maya and textured in two different styles. I used some Zbrush for the tree normal map and Crazy Bump for the rest of the normal maps. The cartoony version has no normal maps. There are 5 texture maps all 1024 each. Could probably atlas them into one 2048. There is also one 2048 Lightmap
iPhone Game - Get Kicking
A project I was Lead Artist on. I created all the 3D art as well as the 2D pop-up graphics. I was aiming for a semi-realistic look. I have found that going to realistic on mobile devices tends to look rather terrible. All scenes are under 1500 tri and, depending on the size of the scene, contain up to 5 color maps (512x512) and one shadow map (1024x1024)
Little Big Horns
Little Big Horns is a 3D Platformer currently in development by Auckland Game Works. For the past few months I have been designing modeling and texturing environment assets for the main "Hub" level. The Hub level consists of many floating islands, bridges and floating stepping stones connect the islands. There are also several portals within the level that lead to different levels / worlds, similar to the paintings in Mario 64.
Little Big Horns is based on Norse mythology, the Floating Islands represent the heavens and the portals will lead to different places from Norse legends.
Little Big Horns is based on Norse mythology, the Floating Islands represent the heavens and the portals will lead to different places from Norse legends.
Sci Fi Hole
I wanted to do some sci-fi work so I found some cool concept art for Halo Wars which I thought would be interesting to make. Since the building is an octagon I would only need to model one "pizza slice" and then duplicate that in a circle, leaving a lot more texture space for greater detail. I'm not going to follow the concept 100% since I have plenty of texture space that I would like to take advantage of.
Ruins in Field
I wanted to model these ruins primarily in Zbrush and then create a cage model for them in Maya. I used Zbrush for the majority of modeling and created a normal map from that in Maya.
The final poly count was 1663 tris. I used two texture sheets not counting the background image. One 1024 sheet for the ruins and another 1024 sheet for the ground
I posted it on nzcgi.co.nz fourms and have had some positive, encouraging feedback.
Destroyed Subway
I wanted to create an environment scene using this photo. I then decided that it would be much more interesting if the tunnel was destroyed like a scene from Fallout 3.
I set myself the challenge of keeping the entire scene under 2000 tris and only using a 1024x1024 texture map.
I've been getting some good feedback from forums and sites I've posted it on.
I set myself the challenge of keeping the entire scene under 2000 tris and only using a 1024x1024 texture map.
I've been getting some good feedback from forums and sites I've posted it on.