Tuesday 28 May 2013


The texture flats for the mud texture that everyone has been asking me about... hopefully it gives insight as to how I made them. I also posted my workflow on polycount for the people that asked there as well. Link below to the page.

http://www.polycount.com/forum/showthread.php?p=1848806#post1848806

Friday 24 May 2013


A work-in-progress capture of one of the shots going in my demo reel, from my fairy forest scene. Aside from the leaning tree and the rocks, everything else in the scene is hand-made by me. Currently working on sculpting the rocks for the level.

Video captured in-game, in CryEngine SDK. Did some work with particles with the faeries flying around and the faeryfire flowers in the log on the right, as well as the falling leaves.

You'll also notice that all of the vegetation in the scene has proper wind bending applied to give that added realism... another nice feature cryengine has.

Tuesday 7 May 2013

Green Ash Trees cont'd...

Total completion time: 10 hours.
Updated and added a few more pictures of the completed trees from different angle, and tweaked the lighting to better display the faked leaf translucency.

Green Ash Tree

Total completion time: 10 hours.
Worked on some Green Ash trees for my demo reel and I think after a lot of tweaking, they turned out really well. Trees made in Maya with paint effects, textures made in Photoshop, and shading/lighting seen in CryEngine. Though relatively high poly, I've made some lower poly versions to work with LOD's.

Muddy Swamp Ground Texture

Total completion time: 6 Hours.
A muddy swamp texture I was able to complete in a (relatively) short amount of time while doing some gloss studies. The parallax occlusion mapping really brings out the detail, and makes the grass clumps in the mud come to life. When viewed with any sort of light around, I've been told this texture looks nearly photo-real. Images taken in CryEngine.

Highland Ground Texture



Total completion time: 3 Hours.
Highland Texture I made while doing a few parallax occlusion and gloss studies. The texture is completely tileable and looks really good in any lighting. Obviously can be downgraded to 1024 or 512 if needed.