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Friday, October 11th, 2013

“Stalker” Unity3D Character for Mobile

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This character, called a “Stalker” is built with a low poly count and only a diffuse map for top performance on mobile. See it in a Unity Web Player; click and drag to orbit and mouse wheel to zoom.

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The character is for a top-down strategy game, so he’s meant to be seen from something more like this POV:

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Even though this character doesn’t use normal maps, I started off by building it into a high-detail sculpt in ZBrush. My technique used  the sculpt to create convincing lighting in the diffuse texture.  This approach is based on Dota 2’s character creation techniques.

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Wednesday, October 27th, 2004

Older / Miscellaneous Work

A few samples from some older work, or work that didn’t quite fit on the main page. Much of it is from before I went freelance in 2003, and dating all the way back to my first job on the tail end of the Sega Genesis era.

A church, done around 2003, based on Liquid Development’s concept art, for Origin’s Ultima X: Odyssey:

Environment design in Maya and lit with Mental Ray for Yourself!Fitness for the XBox and PC, 2004:

2D vector art for a 2007 project for Intel’s internal game development group. The game was a puzzler multiple people could play on a big screen; each player needed their own recognizable icon:

A similar 2D vector art tank game for Intel,  in which players identified their on-screen tanks by their choice of icons:
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Concept art for the tank game:

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All art assets for PaintballNET, an indie game using GarageGame’s Torque engine, 2006:

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Animated sky, billboard lighthouse and animated light, and animated water – for Surreal Software’s The Suffering for PS2:

 

Where I got my start, doing sprites for X-Men2: The Clone Wars for Sega Genesis:

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