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.
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.
Showing posts with label 3ds max. Show all posts
Showing posts with label 3ds max. Show all posts
Thursday, 13 August 2015
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:
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Born Ready,
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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:
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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 :)
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hard surface modeling,
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model,
Photoshop,
robot
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,
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ce3,
cg,
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crytek,
crytek uk,
environment art,
game art,
gingergladiator,
hard surface modeling,
highpoly,
model,
vehicle,
weapons
Sunday, 3 February 2013
Robot Head
Just some fiddling this weekend. All shots are grabbed direct from the viewport.
I'll get round to throwing it in vray at some point.
I'll get round to throwing it in vray at some point.
Labels:
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3ds max,
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crytek uk,
gingergladiator,
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mech,
mech suit
Tuesday, 1 January 2013
Robot Revivial
Yes it's been entirely too long since I did any work on my mech but art production on Crysis 3 has taken a heavy toll on my spare time but now that its just about wrapped up I am going to start putting more time into my home work until its finished, or I get absorbed into Homefront or something else.
All colours at the moment are just working defaults so they stand to change at any time.
I was thinking about some seriously bright colours and decal advertisements on the body parts and components, but that will come at the end.
For now I concentrating on getting the style right on the helmet and then the main body needs the lines re-working. I feel that currently there are still proportion issues, especially with the head in comparison to the body, but I'm happier now with the overall stance of the mech.
Still lots to consider but I thought I'd upload a few grabs from the viewport. I'm not going to attempt to render anything as I think my machine is in danger of melting now. Its 1.3 million polys unsmoothed now :/
New Years resolution......a new rig & this finished asap!
Happy New Year friends :)
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vehicle,
weapons
Sunday, 29 July 2012
Mecha W.I.P
Quite early days at the moment, but I've managed a block out of this robot after reading through Kallamity's ABAKAN 2288. Some wonderful ideas in there and I wanted to try out one of my own :)
More progress to follow
More progress to follow
Labels:
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crysis 2,
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weapons
Sunday, 18 December 2011
BC Rich Warlock progress


A little more progress this weekend, not really had time to get it finished, but I sorted out the head stock & added the wood materials (which need a lot of tweaks).
I just have a few more parts to add & then I'll string this beauty....maybe in time for christmas ;)
Stay metal.
Labels:
3d,
3ds max,
Alex Clarke,
bc rich warlock,
cg,
crytek,
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