Trailmakers - Art
This is a gallery containing some of the various assets I made while i was doing my internship at Flashbulb Games. I do enjoy making models in general, but it is not the main focus of my portfolio. So I will not be writing any long blog posts about the production or methodology. All mesh is made in Blender, textures created in Substance Painter. All Art Direction was given in Blender by making use of the grease pencil.
By far the biggest and most fun asset I had a chance to make. A great mix of technical challenge and chance to… art out.
4 materials in total. It was interesting figuring out how to retain detail at such scale. In hindsight I should have used a mask texture to assign detail materials, but i did not know of that at the time!
Checkpoints! That was an interesting one, nobody really had any clear idea of how we should make them, so I riffed out some rough 3D sketches and we stuck with the inflatable.
Guiding arrows, trees, there’s a lot going on here… I made the guiding signs “too halo” at first. Can things be too halo?
Some light AD feedback on parts that needed changing. This was a great way, at least to me, to get feedback.
Wireframes are fun. Im glad there is a wireframe material node in Blender Cycles…
Helmets. I never did to and -from scratch character assets before Flashbulb. This was a fun challenge, it allowed me to experiment a lot! (Which I love doing)
This is one of those experiments, yes, it is very halo. I had fun making some procedural materials for it in Blender (It is not UV’d or anything, its all smoke and mirrors!)
And sometimes you get a real mess of both feedback and your own concepts and doodles. Good thing its all in layers. It was nice talking to the AD and sitting next to him while he drew on your mesh and gave feedback.
The "Carball” stadium.. its not rocket league… I promise!
Making the game markings was a blast. I made use of a decaling method I learnt from ripping and editing Halo models years ago!