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.
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.
Saturday, 21 June 2014
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
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hard surface modeling,
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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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Tuesday, 29 January 2013
Crysis 3
I worked on the multiplayer of crysis 3 from the start to the end. Great time.
http://www.youtube.com/watch?v=AR8e7Z7m60Q
Labels:
Alex Clarke,
crysis 2,
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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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Sunday, 23 December 2012
Merry Christmas Everyone
Labels:
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Photoshop,
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Location:
Nottingham, UK
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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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:
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Tuesday, 13 December 2011
Sunday, 27 November 2011
BC Rich Warlock

So after a short break I decided to start something new & wanted to model something that wouldn't take an age to complete.
I took a glance across my study & took my rather gorgeous Warlock off the wall & started modeling its metal curves.
Certainly helps with the reference ;)
I'm about 6 hours in & I really only have a few of the minor details left :D Win.
I'll update once I get some shiney vray renders.
Sunday, 9 October 2011
Sunday, 18 September 2011
Sunday, 4 September 2011
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