Modular Watcher Ductwork

Posted in Gallery, Professional on October 17th, 2009 by Kirk Gillard

This is a set of assets used to construct the Watcher Ductwork in Dark Void.  Environment Artist James Hill also worked on this asset.

All work is displayed either in-game or in the Unreal 3 Editorunreal3

duct_screenshotduct_diffuseduct_normalduct_specduct_breakdownduct_maze

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Modular Watcher Hall Components

Posted in Gallery, Professional on October 16th, 2009 by Kirk Gillard

This is a set of assets used to construct the lower trenches in the “Watcher” environments of Dark Void.

All work is displayed either in-game or in the Unreal 3 Editorunreal3

Watcher Trench ScreenshotWatche Trenchtrench_wall_breakdowntrench_ramp_breakdown

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USS Cyclops assets

Posted in Gallery, Professional on September 30th, 2009 by Kirk Gillard

This is part of a set of props for the deck of a 1910’s cargo ship.

All work is shown in the Unreal 3 Editorunreal3

Vent screenshot

The vent uses 512×512 diffuse, normal, and specular texture attribute maps.

tx_vent_diffusetx_vent_normaltx_vent_specVent LODsvent_wireframe

This is a hatch I designed to function as a ledge during  the vertical cover gameplay sections of the USS Cyclops section of Dark Void.hatch breakdown

Textures 1024 diffuse, normal maps, and 1 512 specular map

Hatch diffuseHatch normaltx_hatch_spechatch_wireframe

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Guard Tower

Posted in Gallery, Personal on September 8th, 2009 by Kirk Gillard

This is a makeshift sci-fi guard tower.

Guard Tower

The tower uses 2048 texture attribute maps (diffuse, normal, specular) and one 64×64 tiling detail normal.

tower diffusetower normaltower specular

The sandbag mound uses 512 texture attribute maps (diffuse, normal, and specular)

diffuse_sandbagnormal_sandbagsandbag specular

tower_basetower_toptower_beauty

Asset is shown in the Unreal 3 Editorunreal3

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Misc art tests

Posted in Gallery, Personal on August 31st, 2009 by Kirk Gillard

This is an art test where the assignment was to design and build a four story high rise using 10K polys, and a 2048 texture map split anyway I wished.

My building is a Classical Barroque revival using 9958 polys, 3 1024, and 2 512 texture attribute maps. (Diffuse, normal, specular, alpha, and incandescence)

This is an art test where the assignment was to model, texture, and light a corner of a KISS themed night club. The main wall, and floor textures use 1024 attribute maps, the rest use 256 attribute maps.

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Market

Posted in Gallery, Personal on August 27th, 2009 by Kirk Gillard

This is an art test I took a few months ago. The assignment was to construct an environment with a limit of 20K tris, and 18MB of textures.

I ended up using 15,816 tris, and 17.7MB of textures.

The primary wall surfaces use a set of 1024 attribute maps (color, alpha, bump, spec). The wall fan uses 256 maps, and the rest use 512 maps. I also used a few low res tiles for the interior. These are not pictured below, but are included in the overall texture budget

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Victory Garage

Posted in Gallery, Personal on August 27th, 2009 by Kirk Gillard

This is a portion of an American WWII maintenance garage. The walls, ground, and support beams use 512 tiles (diffuse, bump, specularity), while the hanging light fixture uses 256 maps (diffuse, incandescence, specularity.)

Textures

This is a set of props for my “Victory Garage” environment. Only the diffuse/color maps are pictured. The toolchest, lathe, and workbench use 512 attribute maps (color, bump, specular) and is comprised of 3186, 2608, and 118 tris

The shelves, and boxes use a set of 256 texture attribute maps (color, bump, alpha, spec) and are comprised of 328, and 268 tris. The worklight uses a set of 128 texture attribute maps (color, incandescence, spec) and is comprised of 846 tris.

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