Tuesday, September 22, 2009

Americas Army 3.0 (Liftaru Forklift)

1024x1024 diffuse, spec, normal. Realtime UE3 capture.

Americas Army 3.0 (GAB Miller vehicle)

Master Vehicle Shader Material developed by Matt Waggle. Model and texture maps created by myself. Realtime UE3 capture.

Americas Army 3.0 (Random Assets!)



An assortment of my environment props for AA3. Realtime UE3 captures.

Americas Army 3.0 (Pelican Gun Case)

Pelican Weapon case: 512x512, diffuse, spec, normal. Realtime UE3 capture.

Americas Army 3.0 (Soda Fountain)

Soda Fountain: 512x512 Diffuse, Specular. In engine my material was setup in a way that the internal bar light would flicker on and off. Realtime UE3 capture.

Americas Army 3.0 (Electrical and AC)

Here are a bunch of building props that were scattered around in various AA3 maps. Most of which utilized low textures. The AC units themselves had rotating alphas to mimic the fan moving inside. Realtime UE3 Capture.

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. Swaping 1024x512 diffuse, spec, and normal maps. Realtime UE3 capture.

Americas Army 3.0 (Tube Television)

Tube TV: 512x256 diffuse, spec, normal, and cube map. Realtime UE3 capture.

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. 512x512, tiling rust, alpha work for the sweeping balusters. Realtime UE3 capture.

Americas Army 3.0 (Road Barriers)



Road Barriers: 512x512 Diffuse, Spec, Normal. 32x32 detail diffuse. Realtime UE3 capture.