Sunday, July 26, 2009

Saint Statue



This is one of the few models and texture pieces I did for Sucker Punch's Infamous. I was doing a short contract gig for them and failed to get any in-game screen shots before I left.
If I can find an in-game shot, I'll post it.



The original textures used with Sucker Punch's cgfx shaders so I changed them to work with Maya's Anthropric shader. No big changes, just a higher range of light and more color. Uses the same normal map information.

Cypress Model



I wanted to do a cypress tree because of its high root system that I could interlock with other trees. That way you can have more variety to to an instanced model. I thought this kind of tree to be a focal tree, something to be placed in the foreground to get close to. So it's a bit higher poly count then one I would LOD for the background trees. I thought it suitable for presentation that way. The Poly count is 4576 faces or if you count verts, its 5256 verts.




Here's the textures I used for the cypress tree.

Wednesday, July 8, 2009

Naughty Dog (Uncharted) Jungle Levels


This is the texture/shader work I did on Uncharted.
I was a texture/shader artist at Naughty Dog, so most of the models were done by the level modelers. As a shader artist I did high density to low density modeling, as well. There was a few models in here that I did, but not enough to take credit for the shot.


Here are some screen shots from Drake's Fortune jungle levels.





Here are the textures that go with these screens. All the textures were made with Zbrush using the 2.5D techniques I learned and honed at Naughty Dog.


Naughty Dog (Uncharted) Facility Levels

Here some screen shots from Drake's Fortune facility levels.


Here are the textures that go with these screens.







Naughty Dog (Uncharted 2) Ice Cave Level

This shot is a Work In Progress level. I'm sure it doesn't look the same since I left Naughty Dog. I wanted to show the most recent work I did there, so here it is.


Here's a couple of textures used in this shot. There were a lot more involved with these shader networks that couldn't really be put onto these texture shots.