Tuesday, September 2, 2008

Brothers in Arms art

Even though the game comes out at the end of the month, some of my art has already been featured in trailers. I'm going to post up what I have seen so far and put up the rest when the game comes out.

Structures:

Props and stuff:

Modular Assets creation:


Unreal PhAT, the visual physics modeling tool built into UnrealEd supports creation of optimized collision primitives for models and skeletal animated meshes. There are many complex destructible objects in BIA and building them took entirely too much time. The problem is tweaking collision geoms in Unreal when you have 30 plus sim-able pieces per object. I was able to work with one of the programmers, Rick Johnson to make the destruction system more artist friendly. The ability to modify your collision in 3dsmax also saved us an enormous amount of breaker development time. You could say I helped in making every physics object in the game. Some of my breakers below -



Rear head wound that was made using Benny's Steep Parallax tech. This was expensive causing us to go with a non-directional lighting for this decal. This would have been great to see on the dead soldiers, but we ran out of time and weren't able to implement it. Thanks to Jo Espinoza, the heads currently rake in half depending on the weapon used.