The model consists of 17614 triangles and it uses one 2048* texture set for the chassis, 1024* set for the tent, 512* for the alpha objects and another one 512* texture set for the wheel. Each texture set consists of 3 textures: diffuse, specular and normal map. More information about the game HERE.
Sunday, November 4, 2012
MAZ-535a
Another 3D model of a truck for the Spintires project. This monster has been produced since 1958 till 1963 and mostly was used as a heavy artillery tractor. Drivers back then called it "Cyclops" because of the additional headlight in the middle. Later in the next model it was removed.
The model consists of 17614 triangles and it uses one 2048* texture set for the chassis, 1024* set for the tent, 512* for the alpha objects and another one 512* texture set for the wheel. Each texture set consists of 3 textures: diffuse, specular and normal map. More information about the game HERE.
The model consists of 17614 triangles and it uses one 2048* texture set for the chassis, 1024* set for the tent, 512* for the alpha objects and another one 512* texture set for the wheel. Each texture set consists of 3 textures: diffuse, specular and normal map. More information about the game HERE.
Tuesday, October 9, 2012
MAZ-535a WIP
I'm currently working on another soviet truck for the Spin Tires project. It's MAZ-535a heavy tractor it was using by Soviet army as a tractor for different missile systems and heavy vehicles. The low and high poly are done and textures are coming soon.
Sunday, August 5, 2012
Inversion screenshots
Gathered some screenshots from Inversion. It's hard to pick out a part where you were working alone when you do such a big project like Inversion, but there are definitely parts where I put most of the work into the vision of the area. Screens below represent areas like that.
Tuesday, July 3, 2012
Gameloft test
This is actually the old stuff, I made it in order to get a job at Gameloft, but I decided to post it anyway, may be it's gonna help someone to achieve a proper quality and pass the test. Here are 3500 triangles including the triangles that were used to make a reflection and the biggest texture is 512x512 and only diffuse, no specular and no normal map. In the final scene there are no lights sources only a lightmap applied.
Tuesday, June 26, 2012
Inversion
Finally the Inversion has been released. Inversion is my first AAA project as an environment artist. I came to Saber interactive when the project was 50% ready but I managed to put a lot of work in the first and the last levels. They were not even started because the scenario was changed a lot of times. The setting of the game is a post-apocalypse city and all assets and textures were made for that setting, so it was very tough to make a normal city for the beginning of the game using those resources. The more fun I had when I was working on the last level because that is my favorite Sci-fi setting. Anyway I had a good time during the work on Inversion at Saber. Here are some clay screen shots, I'll do some in-game screen shots when the PC version will be released, because I don't have an access to the Debug version of the game. Hope you'll like it:
Friday, November 4, 2011
Saturday, May 7, 2011
Fores Lake
This environment I made for the Polycount competition BRAWL. I took a level from the Street Fighter IV - Inland Jungle (there were jungle, a lake and some kind of a totem in the middle of the composition) and made my own reincarnation in Russian setting. Instead of totem I made the church. For the render I used my sweet UDK as usual. Thanks to Polycount it was very interesting challenge.
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