Buildings – Exoborne
I was in charge of setting up the overall look and feel for all buildings in the project. We then outsourced the pieces for 3D artists and material artists to iterate on.
My responsibilities included:
- Mentoring and Managing Artists
- Blocking out the first pass on all Architecture
- Setting up Pipelines and Master materials for all buildings
- Setting up the original Classes for Primitive data logic and Instancing
You can find some example kits below.
Shotgun house kit 01
This was the first shotgun house kit I built for Exoborne. It was according to the Art direction reference images. The ambition was to build something that would feel like a specific neighborhood. We later broke down these pieces into kits according to the metrics.
Shotgun house kit 02
The second shotgun house kit I made for Exoborne. This was made according to the art direction and look of the poorer neighborhoods.
Residential House 01
I was in charge of blocking out some of the very first buildings according to the art directions reference images. This was the very first building I blocked out on Exoborne. We wanted to get a feel for size and metrics. We also stress tested nanite for occlusion clusters and reduction of shading bin collections. We tried out moss as pure geometry which worked really well too, even with the expected overdraw. I later sent out the kits for outsourcing to iterate on.
Residential House 02
I worked on several residential buildings that I later sent off to the in-house artists for them to do the last art passes on. I mainly focus on the modeling/UV'ing, shader/material setups and tooling for the artists DCCs. On some occasions I prepare some base textures for them to iterate on, and if not me our texture artist Joakim Månsson takes care of most textures.
Sci-fi kit 01
Some of the very first blockout kits I made for the sci-fi looking buildings. The ambition was to get some interesting paneling that could catch detailed highlights at different angles. These were specifically meant for level art and level design to block out areas with their specified metrics. Windows, doors were separate pieces. Level Art could assign whatever materials on to them, it supported trims as well.