Darkspore

Work Included: character and environment modeling, rigging, animations, blendshapes, updated shaders, UV layout, Mockups for Feedback, Concepts and outsource lead

  • Role 3d artist
  • For Maxis

I developed the look for all the in game bosses face masks from sketch to final assets.

Boss masks were rigged and weighted to have player controlled manipulators and shape deformers

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

reviewed, modeled and textured all Andromeda assets

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages. *Please note: This is concept work/paint overs done after the modeling/texture phase. I did not do the concept/paint over, just the game assets they it is based off of.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

Models, LODS, UVs textures, weighting, blend shapes and animations for weapons, faces, eyes and appendages.

I converted the entire 2300+ piece Spore creature rig block asset library to the Darkspore project. I optimized, re rigged and re painted every character asset from spore.

Rig blocks are:
Eyes, noses, mouths, hands, feet, tails, wings, armor, weapons, jewelry and all types of assets used in character creation.

Conversion Work:
1. Updated all existing .PSD texture file formats to work with the newer, more complex shaders.
2. Updated Models and UVs based on feedback from creative, art directors.
3. Re did Ao bakes for all assets (modernizing)
4. Fixed broken blend shapes, bleeding textures, graphical artifacts, normals and bad geo that came with the old assets.
5. Setup model UVs so that the align properly with scrolling textures.
6. Tuned the contrast, tooth, metalness, elemental and glow levels on all assets.
7. Setup and implementation of the content side file hierarchy.

I ramped up on the project as we were working through several aesthetic styles. There were a lot of brand new assets that I worked on as well.

I became the primary liaison to our outsource house: Technicolor in India.

Primary roles:
1. Mark up AD review notes for feedback.
2.Create daily markups and suggestions for model fixes.
3. Wiki documentation
4. Fix all the stuff they break so that we can have them make more new stuff.
5. Setup new blend shapes and animations on the new rigblocks as necessary.
6. Check all assets in game. We did not give the engine to them.

As the outsource effort was winding down i was able to start making some of my own assets.
I created:
1. An ultimate weapon for each hero.
2. An ultimate armor set.
3. Giant crystals for environment props
4. Concept and models for the level bosses masks. Dropped after defeating them.