Alex's Art Blog
I am Alex Clarke a 3d Artist based in the UK, currently working in the games industry. I am currently Lead Artist at Edge Case Games. Previous to that I worked for Crytek & Free Radical Design. This is a place for me to dump updates on pieces that I'm working on, both professionally & personally.
Tuesday 24 November 2015
Titan Defense Systems Persecutor
Another collaboration with Shaun Stephenson & James Mitchell. This is a rapid blink ship with a high damage payload. I wanted to make a very aggressive looking ship with quite a presence. At around 1200m long its a mid sized capital ship with a considerable amount of bulk towards the rear.
With the load out & flight model designed by James, I created the original concept model for this ship & Shaun created the in game asset.
Titan Defense Systems Sentinel
The Sentinel has a more Spas 12 feel to it. I wanted to create a ship with a little more verticality to it compared to what we currently had in game while still retaining the Titan style.
Zarek Venturer
The Zarek Venturer, a mid sized mining vessel with an on board refinery, capable of mining & processing precious metals & ore in deep space. I wanted this ship to have more of an ugly, functional feel like a giant space truck. It was some what inspired by a bus I saw whilst on holiday in Spain :)
Zarek Overseer
This was another ship I created for Fractured space. Its a giant mining laser with a ship built around it. Another take on the USR sniper, its a very focused long range attack ship that is able to hold down a sector from a great distance. Equipped with reverse boosters if other capital ships close the distance as well as a deployable shield & slug thrower cannons as last ditch defence.
Thursday 13 August 2015
Zarek Industrial Cerberus
The Zarek Cerberus is a redesign of the Zarek Enforcer, the fastest front line attack ship in the game. I designed & built the original Enforcer & wanted to create an evolution of that design with a more organic design language. Still very panel based but much less modular than its successor. Its aggressive style reflects the devastation it inflicts in battle.
Labels:
capital ship,
capital ships,
Cerberus,
Edge Case Games,
Enforcer,
fractured space,
gingergladiator,
scifi,
space,
spaceships,
vehicle,
weapons,
Zarek
Titan Defense Systems - Revenant Reaper
This is a Premium reward skin I made for all the players during the free weekend. I wanted to create something a little more racy & off style for this ship, hence the lime green & dark grey colour palette. Its always a pleasure to see one of these flying around in game.
Tuesday 3 February 2015
Fractured Space
A shot from the game I'm currently working on, Fractured Space.
Check it out on steam: http://store.steampowered.com/app/310380/
I've been mainly working on ships for the last few months, but I will be aiming to make big improvements to the environment art in the next month. More progress to follow.
Labels:
3ds max,
Alex Clarke,
Born Ready,
capital ships,
Edge Case Games,
environment art,
game art,
hard surface modeling,
scifi,
space,
spaceships,
UE4,
vehicle
Location:
Guildford, Guildford, Surrey, UK
Monday 14 July 2014
Dethklok asset progress
Hey all, just a quick update with a couple of things I've been working on for this piece.
Resolved Nathan bit more & will use this as a basis to create Toki, Murderface & Skwisgaar.
The hands need resolving & I'm not happy with the arms....still too loose. I'd like to get them a little more stylized before I continue but I thought I'd throw them up now.
Resolved Nathan bit more & will use this as a basis to create Toki, Murderface & Skwisgaar.
The hands need resolving & I'm not happy with the arms....still too loose. I'd like to get them a little more stylized before I continue but I thought I'd throw them up now.
This is an arch element that will make up the entrance to the cavern. The idea is that its been erected in a recess that's been carved from the solid rock to frame the tunnels leading into the room. The original model had a snake winding up the columns, but they threw the balance off & I couldn't get them to work in their current form. I may come back to that later, or incorporate the snakes into another element in the scene.
Labels:
3d,
3ds max,
Alex Clarke,
crytek,
crytek uk,
dethklok,
environment art,
game art,
gingergladiator,
hard surface modeling,
highpoly,
metalocalypse,
sculpt,
zbrush
Wednesday 2 July 2014
Moon - Sarang Base Project
I started this project a couple of months back when I was itching to make another scifi scene. I had been watching a lot of the older 70s space movies & loved how the art direction in Moon had captured that low cost set dressing which felt so lived in & real in films like Alien & Star Wars. Moon was so retro with its padded walls & use of beige surfaces that I just had to do a homage in Cryengine.
I trawled through tonnes of reference online & watch the movie over a few times to locate good points for reference, especially the iconography that was present in the set design.
These are my decals sheets. I have recently found reference for most of these on Gavin Rothery's blog & realized that I had got a couple of them wrong. I'll go back & amend them soon :p
I got some bakes of Gerty from my highpoly & then made a lowpoly in engine asset that I textured up. This is still a work in progress but its good enough to get a good gauge as to where I need to tweak the materials in the scene.
Multiple elements go to make up this scene so far. The wall units are copied multiple times, as are the arches & floor sections. This is a good start as to where I want to take this shot. Some small items are needed to give it a more lived in feel. Sam viewing terminal is missing for example & a few helium 3 canisters wouldn't go amiss :)
Labels:
3d,
3ds max,
Alex Clarke,
ce3,
cg,
cryengine 3,
crysis,
crysis 2,
crysis 3,
crytek,
crytek uk,
environment art,
game art,
gingergladiator,
hard surface modeling,
highpoly,
mech,
model,
Photoshop,
robot
Monday 30 June 2014
Crypt Keeper
This is a base mesh of a sculpt I started over the weekend that will feature in my new Dethklok project.
These guys will be holding up the pillars that make up the main structure of a cavern where the band will be playing a gig in the underworld. The aim is to make it all as metal as possible ;)
The figure is carved out of stone....or will be once the details go in & was based on one of the 'guards' at the church tomb of a minister of Louis XIII, Chateauneuf-sur-Loire, France, only a little more stylized.
These guys will be holding up the pillars that make up the main structure of a cavern where the band will be playing a gig in the underworld. The aim is to make it all as metal as possible ;)
The figure is carved out of stone....or will be once the details go in & was based on one of the 'guards' at the church tomb of a minister of Louis XIII, Chateauneuf-sur-Loire, France, only a little more stylized.
Labels:
3d,
Alex Clarke,
cg,
character,
crytek uk,
dethklok,
environment art,
game art,
gingergladiator,
highpoly,
metalocalypse,
nathan explosion,
render,
zbrush
Sunday 22 June 2014
Nathan Explosion
Thought I'd have a go at making Nathan from Metalocalypse into a stylized 3d character.
Nice little sunday afternoon sculpt :)
Nice little sunday afternoon sculpt :)
Labels:
3d,
Alex Clarke,
crytek uk,
dethklok,
environment art,
game art,
gingergladiator,
metalocalypse,
nathan explosion,
sculpt,
zbrush
Saturday 21 June 2014
Pig Beastman
After years of using Mudbox I thought I should really get with the program and start using ZBrush as my main sculpting tool & started this. It actually just started as a sphere with no idea what it was going to be, then it shaped out to be a bust & my mind created this pig monster with bony protrusions instead of a nose & ears.
Its fairly early days & is more of a technical exercise but I feel I should flesh him out to get the bone material looking right & the flesh blending into the horn like a deers antlers.
Its fairly early days & is more of a technical exercise but I feel I should flesh him out to get the bone material looking right & the flesh blending into the horn like a deers antlers.
Friday 26 July 2013
Crysis 3
Well I guess its long enough after the dust has settled from Crysis 3 that I feel comfortable releasing some screenshots of some of the work I did.
On this project I was in charge of a couple of the levels in multiplayer & had ownership of the environmental weapons & gamemode props.
I worked closely with an artist called Bart Januszkiewicz on both Chinatown and Penn Depot during the main game & then went on to lead a smaller art team in the dlc which consisted of 4 maps we made echoing the Crysis 1 island style.
We remade pretty much everything from Crysis 1 so we could achieve a resolution of 512 ppm, but only had a 3 month dev time to do this.
My level was the one with the Beach ;)
Here is the Hunter introduction that I created with Paul Haynes one of our talented designers. I made the interior of the VTOL the rest was smoke and mirrors & flowgraph ;)
The weapons in Crysuis 3 were made by Gregor Kopka, but I was required to make some pre order weapons skins for MP.
On this project I was in charge of a couple of the levels in multiplayer & had ownership of the environmental weapons & gamemode props.
I worked closely with an artist called Bart Januszkiewicz on both Chinatown and Penn Depot during the main game & then went on to lead a smaller art team in the dlc which consisted of 4 maps we made echoing the Crysis 1 island style.
We remade pretty much everything from Crysis 1 so we could achieve a resolution of 512 ppm, but only had a 3 month dev time to do this.
My level was the one with the Beach ;)
Penn Depot was very much a cannibalisation of a single player level so much of the interior was just re-dressed & some texture changes were made. The trains were remade & the exterior was created especially for mulitplayer & the level was re-lit. Much of the work went into getting the level to the required 30 fps across all platforms.
Here is the Hunter introduction that I created with Paul Haynes one of our talented designers. I made the interior of the VTOL the rest was smoke and mirrors & flowgraph ;)
Below is a series of screenshots I created for the dlc release. All were posed using flowgraph in Cryengine 3.
Anyway I hope you like some of it if not all. I had a truely brilliant time working on this game & it was a real privilage to have done so. Special thanks to the entire dev team who are some of the best in the industry x
Labels:
3d,
3ds max,
big gun,
ce3,
cg,
cryengine 3,
crysis,
crysis 3,
crytek,
crytek uk,
environment art,
game art,
gingergladiator,
hard surface modeling,
highpoly,
model,
vehicle,
weapons
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