Dark Void Ancient Village Assets

Posted in Gallery, Professional on February 22nd, 2010 by Kirk Gillard

This is a set of assets I built for the ancient village sections of Dark Void.

All work is displayed in the Unreal 3 Editorunreal3

village Baskets

-Basket 1 uses 256 diffuse, normal, and a 128 specular map.

-Basket 2 uses 512 diffuse, normal, and a 512 specular/normal tile mask, and a 64×64  detail normal map.

-Basket 3 uses 256 diffuse map, diffuse map, and a 128 specular map

basket 1 diffusebasket_01_diffusebasket 02 normalbasket_01_specbasket 3 diffusebench_beauty

-The stone bench uses a 256 diffuse, normal map, specular map, and a 64×64 detail normal tile.

-The wood bench use 512 diffuse, normal, and a 256 specular map.

stone bench diffusewood bench diffusebaskets wireframebenches wireframe

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Crossbow work in progress…

Posted in Gallery, Personal on February 10th, 2010 by Kirk Gillard

This is an advanced crossbow I’ve been working on, stand by for updatescrossbowcrossbowcrossbowcrossbow

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Propane Field Generator

Posted in Gallery, Personal on January 7th, 2010 by Kirk Gillard

This is a prop I created as part of an art test, it is comprised of 3302 polygons (triangulated)

Propane Field GeneratorPropane Field Generator

The generator uses a 1024 Normal map, 768 diffuse specular, alpha and emissive maps. The Decals use a 384 diffuse/alpha map.diffuse_generatornormal_generatorspec_generatordiffuse_decalsgenerator_reargenerator_wireframe

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Modular Watcher Ductwork

Posted in Gallery, Professional on October 17th, 2009 by Kirk Gillard

This is a set of assets used to construct the Watcher Ductwork in Dark Void.  Environment Artist James Hill also worked on this asset.

All work is displayed either in-game or in the Unreal 3 Editorunreal3

duct_screenshotduct_diffuseduct_normalduct_specduct_breakdownduct_maze

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Modular Watcher Hall Components

Posted in Gallery, Professional on October 16th, 2009 by Kirk Gillard

This is a set of assets used to construct the lower trenches in the “Watcher” environments of Dark Void.

All work is displayed either in-game or in the Unreal 3 Editorunreal3

Watcher Trench ScreenshotWatche Trenchtrench_wall_breakdowntrench_ramp_breakdown

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USS Cyclops assets

Posted in Gallery, Professional on September 30th, 2009 by Kirk Gillard

This is part of a set of props for the deck of a 1910’s cargo ship.

All work is shown in the Unreal 3 Editorunreal3

Vent screenshot

The vent uses 512×512 diffuse, normal, and specular texture attribute maps.

tx_vent_diffusetx_vent_normaltx_vent_specVent LODsvent_wireframe

This is a hatch I designed to function as a ledge during  the vertical cover gameplay sections of the USS Cyclops section of Dark Void.hatch breakdown

Textures 1024 diffuse, normal maps, and 1 512 specular map

Hatch diffuseHatch normaltx_hatch_spechatch_wireframe

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Guard Tower

Posted in Gallery, Personal on September 8th, 2009 by Kirk Gillard

This is a makeshift sci-fi guard tower.

Guard Tower

The tower uses 2048 texture attribute maps (diffuse, normal, specular) and one 64×64 tiling detail normal.

tower diffusetower normaltower specular

The sandbag mound uses 512 texture attribute maps (diffuse, normal, and specular)

diffuse_sandbagnormal_sandbagsandbag specular

tower_basetower_toptower_beauty

Asset is shown in the Unreal 3 Editorunreal3

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Radar Trailer

Posted in Gallery, Personal on September 3rd, 2009 by Kirk Gillard

This is a  futuristic radar trailer/missle defense unit.

All work is displayed in the Unreal 3 Editorunreal3

Radar Trailer

The radar unit uses 2048 diffuse, normal, and specular along with a 64×64 detail normal map

van_difvan_normvan_spec

radarvan display screens

The animated menus use 256 multi-channel textures.

van_sidevan_radarvan_norm_detailradar trailerradarvan_rear

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Fine art

Posted in Gallery, Personal on August 31st, 2009 by Kirk Gillard

Here are a few pieces of fine art.

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Misc art tests

Posted in Gallery, Personal on August 31st, 2009 by Kirk Gillard

This is an art test where the assignment was to design and build a four story high rise using 10K polys, and a 2048 texture map split anyway I wished.

My building is a Classical Barroque revival using 9958 polys, 3 1024, and 2 512 texture attribute maps. (Diffuse, normal, specular, alpha, and incandescence)

This is an art test where the assignment was to model, texture, and light a corner of a KISS themed night club. The main wall, and floor textures use 1024 attribute maps, the rest use 256 attribute maps.

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