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                  My work at

2014-2015

River Bad Map Plants
The concept art for the River Bad map's vegetation was masterfully created by Igor Vitkovskiy, whose portfolio can be explored on ArtStation through the following link: Igor Vitkovskiy's ArtStation Portfolio.
For the task at hand, I was tasked with translating this captivating concept art into 3D reality. To accomplish this, I leveraged ZBrush, expertly crafting each element of the vegetation.
This encompassed not only modeling but also the intricate polypaint work, ensuring that the final result closely mirrored the vision depicted in the concept art.

 
Environment Assets
I had the privilege of working on modeling environment assets, all inspired by the stunning new concept art. Utilizing ZBrush, I meticulously sculpted and refined each asset, including the intricate polypaint work, to faithfully capture the essence of the concept art. This captivating concept art was skillfully crafted by the talented artist Igor Vitkovskiy, whose exceptional work can be explored on ArtStation via the following link: Igor Vitkovskiy's ArtStation Portfolio. Working collaboratively with such artistic talent was truly inspiring and contributed to the successful realization of these environment assets.
 


 

Spaceship
I conceived the ship's concept art design entirely from scratch, employing only ZBrush to bring my vision to life. Subsequently, I meticulously rendered multiple versions of the design using KeyShot, ensuring a comprehensive exploration of visual possibilities. This process allowed for a diverse range of creative interpretations and refinements for the ship's final aesthetic.
 


 

Shock Trooper's Ship
The Shock Trooper's spacecraft is a creation entirely sculpted within ZBrush. Subsequently, I executed the rendering process using KeyShot, culminating in a striking visual representation of the spacecraft. This meticulous workflow has resulted in a captivating and high-quality depiction of the Shock Trooper's spacefaring vessel.


 

Riverbed Barrel

The high-poly models of the barrel were skillfully crafted by Karan Dutt, and I had the privilege of converting them into a fully textured game asset. The workflow was meticulously executed as follows:

  1. Low-Poly Model: I began by creating the low-poly version of the barrel using Maya, ensuring efficiency while preserving the design.

  2. Baking Maps: To capture the fine details and depth from the high-poly version, I employed xNormal to generate the Normal Maps and Ambient Occlusion Maps. This process helped enhance the visual fidelity of the asset.

  3. Texturing in Substance Painter: Leveraging Substance Painter, I embarked on creating essential texture maps, including Albedo (for color), Metallic (for material properties), and Emissive (for self-illumination). This step was crucial in giving the barrel its realistic appearance.

  4. Material Setup in Unity: Finally, within Unity, I meticulously constructed the materials, applying the texture maps generated in Substance Painter. This integration ensured that the barrel seamlessly fit into the game environment, complete with its texture details and material properties.

This collaborative effort resulted in a high-quality game asset that enhances the visual appeal and immersion within the game world.

 


 

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