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Warframe : Sentient Environment 3d Art

You might have seen some of the Sentient interiors before,
my Main task here is to make Core Modular assets. from formulatic curves blockout. by Casey and other layout artist.
and consistent texture uvlayout across the asset so we would be able to feel the continuity across the level.

the second task would be how to combine between organic and hardsurface all together. initially we would do some zbrush sculpt but , that wont be efficient in grand scale. would want to get as many artist to be involved as possible in mid production , to involve hard surface artists, so the technique should be familiar and simple enough to reproduce.
so the method is pretty much hybrid of hard surface modeling , with lots of organic + hard surface trim sheet texture provided by Logan, and Alberto.

additionally, I need to make regrowth variant for most of the kits. some is hand modeled, but lots of it using Houdini. sometimes even some trim meshes are entirely done in houdini ( during this time, was moving back and forth between 3dsmax and houdini)

Finally the Floor, is the part that almost entirely in houdini, the idea will be to create less flat meshes based on Layout artist CSG blockout.

Layout Artist : Casey Baldwin, Sam Berube.Joey Adey
Texture Artist : Logan Williams
Environment Artist : Alberto Fernandez
Lighting: Jeremy Andress
Concept Art: Marco Hasmann, Rosa Lee
and all cool DE crew involved.

Trimsheet on curvy meshes, with swappable/blend material. 
 Texture by Logan Williams, Alberto Fernandez.  
Concept Art Marco Hasmann

Trimsheet on curvy meshes, with swappable/blend material.
Texture by Logan Williams, Alberto Fernandez.
Concept Art Marco Hasmann