Tuesday, September 22, 2009
Americas Army 3.0 (Pelican Gun Case)
The gun that is seen in this asset was modeled and textured by Rachael Knight. The case on the other hand and material were created by myself. 512x512, heavy normal map use on the foam insert, as well as the spec treatment to achieve the glossy carbon matte plastic.
Americas Army 3.0 (Soda Fountain)
This Soda Fountain was fun because I was able to come up with some fun soda names. Jonathan Nascone was responsible for the majority of them from his soda machine asset but a few clearly stick out as being a devSriracha original. 512x512 Diffuse, Specular. In engine my material was setup in a way that the internal bar light would flicker on and off using a panner.
Americas Army 3.0 (Electrical and AC)
Americas Army 3.0 (Doors)
I was responsible for 90% of door creation in Americas Army 3, All of which had swappable elements such as the door handle/knobs, frames, and door skins. Most of doors utilized a 1024x512 diffuse, spec, and normal.
Americas Army 3.0 (Tube Television)
Americas Army 3.0 (Fire Escape)
This residential building FireEscape asset was designed to be modular so it holds many different chunks which all snapped to the unreal 3 grid allowing the level designers to build any iteration they wished.
Americas Army 3.0 (Road Barriers)
Starting from the beginning of my Americas Army career these concrete road barriers were used in almost every map.512x512 Diffuse, Spec, Normal. In engine this asset used a detail diffuse material which multiplied a small 128x128 repeating texture over the surface to achieve further detail which is not currently visible in this maya render.
Tuesday, July 21, 2009
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