For each model, I would sculpt a high poly in Blender, then bake and paint in Substance Painter.
We wanted a vibrant living world for the player to battle on.
For each model, I would sculpt a high poly in Blender, then bake and paint in Substance Painter.
We wanted a vibrant living world for the player to battle on.

I built the planet form the ground up. I created each modular detail as well as sculpting and painting the terrain. I was also responsible for modeling custom nav-meshes.
I set up a 360 painting system in Blender that brought skybox paint times down form 8 hours in photoshops to about 2 hours in my setup. We had a particular focus on building distinct regions of space for the player to subliminally track.
Roles: Technical Artist, Environment Artist, Cinematographer, Lighter, Texture Artist, Animator
For terraformers, I was the main 3D artist, with occasional ventures into technical art to support our programmers. I designed and implemented mech units, planets, space stations, and the launch trailer.
While on the team I also trained the design team in the PBR workflow with Substance Painter, developed a software agnostic workflow to get models into the engine and worked with the programming team to develop more efficient navmeshes and shaders.
For terraformers, I was the main 3D artist, with occasional ventures into technical art to support our programmers. I designed and implemented mech units, planets, space stations, and the launch trailer.
While on the team I also trained the design team in the PBR workflow with Substance Painter, developed a software agnostic workflow for to get models into the engine (making us a Max, Maya, and Blender friendly studio) and wor
Find the game on google play: https://play.google.com/store/apps/details?id=com.OutcastStudios.Terraformers&hl=en
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