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An example of a modular building facade in the Unreal Engine.


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Above are examples of hand painted metal textures applied to a flat plane. I'm taking screengrabs in max using Xoliulshader 1.6.




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I really like texturing metal panels...


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Some low poly props.


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I made one of the levels for Red Faction Battlegrounds. The original design was for a plain looking fort in the canyons. However, I suggested the idea that a spaceship had crashed and scavengers had salvaged parts of the ship to make a shanty town. It gave the map a good narrative to work from. Some of the art assets were taken straight from Red Faction Guerrilla and then optimized.


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I spend 9 months working on Warhammer 40K Kill Team. I designed and white boxed 2 of the 5 levels in the final game. I carried out many roles aside from modelling, texturing and lighting assets. These include mission scripting, animating cutscenes, controlling cameras, framing shots and liasing with the programmers so I could implement new game play mechanics. I made the Marine's Assault ram which was used in the intro FMV sequence.


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I worked from the concept images to model texture and light the Chemical Store room. It was important to keep the same art style on the texture sheet as other assets used in the game which were originally from Dawn Of War 2. The smaller chemical vats in the picture above were assets made for Dawn of War 2.


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I also made these pistons for the engine room. I managed to script it so the shell casing gets blasted off the more the player shoots at it, revealing the "Isotope rods" within.


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These Tyranid Capillary towers were used in the background to the cablecar section which i designed, animated and scripted.


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Old building work.