Real-time environment created with 3ds Max and CryEngine 3. All assets were game-ready and produced using a high-to-low poly pipeline to bake down the models. Materials were created using a combination of traditional texture maps, as well as vertex AO's, alphas, and custom dirt maps to achieve more texture variation and realism.
Responsibilities: • Research and conceptualization • High and low poly modeling • UV Mapping • Normal map baking • Texture painting • Asset optimization and export to CryEngine SDK • Materials creation in CryEngine SDK
Realistic archviz scene. In addition to the stills seen here, a fully rendered fly-through animation was created. To achieve this I invested in a home render farm, and optimized render times by pre-calculating photon and final gather maps and tweaking engine settings for network rendering. You can view the fly-through animation in my demo reel.
Responsibilities • Conceptualization • Modeling • UV set creation • Texturing and materials • Lighting • Camera animation • Optimizing Mental Ray render settings for animation and network rendering. • Compositing, editing and color grading.
Software Maya, Mental Ray, After Effects, Photoshop