Hidden Path

Small prop made for the 'Tree of knowledge' in game. It's supposed to grow pages out from a vine.

Small prop made for the 'Tree of knowledge' in game. It's supposed to grow pages out from a vine.

One of the tileable trim pieces I made.

One of the tileable trim pieces I made.

One of the tileable trim pieces I made.

One of the tileable trim pieces I made.

Screenshot of the terrain material I made.

Screenshot of the terrain material I made.

Distance based blend fade

Screen of the terrain material.

Screen of the terrain material.

Video is really dark, WIP while I fix this but essentially just a showcase of blending on the terrain.

Some ceiling panels I made from concept. Supposed to be some generic stone ceiling with repeatable patterns.

Some ceiling panels I made from concept. Supposed to be some generic stone ceiling with repeatable patterns.

blockout in Maya, Zbrush for detailing, Painter for textures.

blockout in Maya, Zbrush for detailing, Painter for textures.

Same workflow for all three

Same workflow for all three

I was tasked with creating a set of bone structures that fit throughout the level. It needed to be these bones shapes but organic and rocky.

I was tasked with creating a set of bone structures that fit throughout the level. It needed to be these bones shapes but organic and rocky.

I edited the vertex paint  shader Hidden Path already had in place and added more functionality.

I edited the vertex paint shader Hidden Path already had in place and added more functionality.

That vertex paint shader was used on pretty much all of the large structural elements in the level once I showed it to the team.

That vertex paint shader was used on pretty much all of the large structural elements in the level once I showed it to the team.

Some shots of the main material and one of the layers.

Some shots of the main material and one of the layers.

Hidden Path

I took a 10 week contract with Hidden Path and helped finish off one of their levels for a greenlight/milestone for their publisher.

Some of these shots are just props I was tasked with. I was given concept for most assets I worked on.
I rebuilt some of the major materials and shaders for the level. I did a deep dive into both the terrain and mesh vertex blend shaders and got them both working with proper blending via heightmaps. Among other bells and whistles.
I also helped out with processing outsourced assets which none are shown here. I did some polish (color balance, PBR correction, etc.) on a handful of other assets not shown here.