Thursday, May 16, 2013

The Atlas Carrier

An environmental asset created for a 3D space flight simulator. Armor plating was achieved through using an edited UV map and creating a custom Photoshop brush to paint a "greeble" effect. A normal mapping filter was applied and normal map generated to further enhance 3-dimensional details.  

The Atlas was meant to dominate the player's screen with it's sheer size and enormous amount of fire power as the player engaged in dogfights with swarms of enemy combatants. Measuring over a mile long and bristling with cannons, flak batteries, and turrets, the Atlas was to be the focal point of early stages of the game.

Glow maps were generated to create self-illuminating lights and engine effects.

Old Model, New Techniques

An old project, spruced up with improved textures, cleaner geometry, and normal mapping.

Rear view displaying the striker firing mechanism and glowing night sights.

The Hardballer .45 pistol in slidelock.

Early Shader Practice


Very early project and my first attempt at using Mental Ray shaders in 3DS Max. Textures are only applied to the pistol with a metal shader added. Spent shells and the floor are all shader. Pistol is a composite of multiple existing pistol designs.





A small scene made primarily with mental ray shaders. This was also my first attempt at setting up realistic lighting, with the primary source being a directional spot light acting as a ceiling fixture above the table.