Monday, November 26, 2012

Toxic Caves

Finally! Finally I've made it. I've been working on this level almost 2 years, of course in my free time, but with a lot of gaps, the biggest was 7 months when I moved to Canada and didn't have a PC at home for the first time. Anyway it's over and I'm pretty happy with the result.
This is an UDK remake of the place called Toxic Caves in my favorite Fallout 2 game.
Fallout 2 has a lot of interesting places but I really liked this place when I was playing
for the first time, it was in the very beginning of the game and you know nothing about the game's world. The place has been abandoned for more than 80 years and one day you came there and repaired a generator, that's actually the reason why we have some stuff in working conditions. The level had interesting progression from a simple cave to a man-made basement and eventually to the retro sci-fi interiors that was really mysterious for me - What the heck? What all this stuff is doing here?


The main goal for me was to convey the atmosphere of that place as I felt it. The level is 
pretty dark due to its desolation, that's why I was relying mostly on the video since it's hard to make interesting screenshots of a such dark level (it's like the Doom 3, they have awesome environments but you see them mostly in the flashlight spot, but it was necessary due to an atmosphere).
So, turn off the light and welcome to the wasteland. Hope you'll like it. Thanks.


P.S. Thanks to Mark Morgan for the awesome music that has been inspiring me all the way.
P.S.S. And of course thanks to the Black Isle guys. You did a matchless game!



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.




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

Props

Some stuff from my current personal project the Toxic Caves.