Tag: Blender
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Chicken Nuggets Demo
Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2023!An adorable farm yard adventure with classic roll a ball mechanics that harken back to games like Super Monkey Ball.
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Lightsaber Suspended
The saber in full detail. The saber glows in the face of advancing imperial forces. Luke’s saber hilt, screen accurate down to the oil and dirt on the handle. A peaceful town in the outer rim. The saber evaporates the ground water as it slices through the mud and muck. The courtyard is deserted before…
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LIDAR Automotive 2020
Cutlas Supreme Brougham ’87 Chevy 305 engine by MattMurch on Sketchfab Oldsmobile Engine VW Tires – Summer and Snow by MattMurch on Sketchfab VW Tires Tire Well by MattMurch on Sketchfab Wheel Well A collection of automotive parts I scanned on an iPhone 12 Pro Max in 2019-2020, these are all suitable for backgrounds in…
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Chicken Nuggets: Pre-Alpha Trailer
A Nugget Pushing an obstacle The Chicken Nuggets Farm A Nugget going through a physics gate Chicken Nuggets level completion Tutorial level in Chicken Nuggets A late game Chicken Nuggets level Environmental hazards are a big part of Chicken Nuggets gameplay Platforming in Chicken Nuggets Taking a leap of faith in Chicken Nuggets Cn early…
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Chicken Nuggets: Pre-Alpha Levels
Chicken Nuggets uses may worlds and looks to tell a visual story. Some levels in Chicken Nuggets are full of environmental interactions and hazards. Some levels in Chicken Nuggets focus on technical challenges. Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2022!An adorable farm yard adventure with classic roll…
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The last refuge ~ Blender 3.0 Cycles X
The last refuge for the survivors, if they make it on time. Blenders amazing adaptive subdivision (tessellation) meant this screen was super simple to direct and manage while giving me full creative control through procedural texturing. A scene I modeled to put Cycles X through its passes! Imagined as an old cave tunnel that has…
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Tantive IV: Modular Hallway
The full Tantive IV Corridor form a new hope, screen accurate. The airlock and screen accurate wall layout. The hallway broken down into it’s component parts The full Modular Hallway Kit A screen accurate and VR ready Tantive 4 modular kit! I designed it to seamlessly work for all use cases from VR games to…
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Alternate Realities Pwnisher Challenge
The full ‘cinematic cut’ of my Alternate Reality The hover dolly doing it’s thing, beatup, old, but still reliable Hover Dolly by MattMurch on Sketchfab The hover dolly was one of the biggest focuses in preparing for the competition. I wanted to creat a wholly original design that felt like an antique. Alternate Realities Challenge…
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Hollow-belly Cargo Ship (Realtime)
The Praclarush, a hollow belly cargo ship, in orbit around Neptune. The design is meant to be highly functional, large cargo space, high visibility for the bridge, powerful thrusters, and lower engines to control hovering and orbit. With these design goals defined, the ship takes a strong, grounded shape. The volumetric lighting in Eevee really…
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Gunhead: Bridge Characters
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Gunhead: Arachnix Egg
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Gunhead: Drone
A close up of the drone’s armament. The drone deployed in space for visibility testing Early concept for an asymmetrical wing configuration The final concept that we moved forward with The rear ammo box and propulsion of the drone The drone deployed in profile for look devWhile at Alientrap I was tasked with bringing the…
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Gunhead: Boss Trophy Case and Skulls
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Gunhead: Airlock
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SGC Gateroom Battlemap
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Lightsaber Suspended (WIP)
A study in environmental complexity: Steam form evaporation, melting from blade heat, fog rolling in, and vegetaion at all scales. The saber cuting through the ground. Not much can stop a light saber. The oppression of the Sith marches on, Who will save this town? The courtyard was fully detailed with vertext splatting used to…
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Retro Assasin
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Corner Gas DND Map
How I build up my DND maps with 3D to get a cinematic look, and keep playability metrics.Roles: Design, Modelling, Texturing, Lighting, Post Processing
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Medieval House Tiles
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Cavern Path tile set
A collection of dungeon tiles in 3 upique biomes
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FuryStar Mk2 Fighter
The Fury Star was designed for leveling: weapons and maneuverability can be built up with modular parts. Tris: 13,246 Varriations textured to look as menacing as possible.
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Costa Rican Sunrise
A wonderful, sunny, and warm place to wake up. Roles: Modeler, Texture Artist, Lighting, Shader Artist, RP/Engine Wrangler A beautiful morning in a Costa Rican flat. Largely based on the real world Villas Palmas in San Jose. I was inspired to model this on a rest day during a week long vacation in 2018. Re-rendered…
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BC-304 (WIP) 2021 Update
The bridge of the BC-304 Realtime battle cinematic in Unity Rendered lighting test Multiple views of the BC-304 HMS Hadfield 3/4 view Greeble and details on the model Greeble close up Rear silhouette Roles: Modeling, Lighting, Texturing, Look Dev, Research The goal is to match, end eventually exceed the level of detail shown on the…
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Stargate Day 2019 sneak peek
The recent upgrades to Unity and Blender really made this project possible. From blenders improved performance for high poly modeling and sculpitng, to Unity’s HDRP, Timeline, Shadergraph and VFX graph. Using Unity’s High Definition render Pipeline has made it possible to achieve amazing lighting and atmosphere really quickly and consistently. My Stargate model has been…
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Terrorarium: Cinematic Props
The syringe used to ‘evolve’ parts of the narrative. The collection of custom made props used in the Terrorarium cutscenes. For each prop there where specific interactions and perspectives I designed for. My main metric was the Moogu size, since they where always sneaking or begin placed into these props. Each prop was drawn out,…
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Terrorarium: Gardener’s ship bridge
The bridge of the Gardener’s ship. A warm, welcoming space where most of the Terrorarium story is told. The direction for the ship bridge was like a kind old grandmother’s home, but set in a UFO. Everything form the hand drawn wallpaper design, to the Victorian-era flower illustrations was created or selected to communicate the…
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Terrorarium: Moogu Cave
The cave has a mysterious past. Some of these skeletons will become familiar though the game, others will remains mysteries. The cave when the player is first introduced. Part of the cave narrative relied on mystery and obfuscation. I used a mix of detail scales and visual effects to play into that uncertainty. Roles: Environment…
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Terrorarium: Pre-Rendered Cinematics
Roles: Cinematographer, Director, Editor, Environment Artist, Texture Artist, Animator, Look Developer, Concept Artist I was brought on by Stitch Media to create all of the Terrorarium pre-rendered cinematics. That meant working from the original narrative scripts and building everything from scratch. I created storyboards, modeled the required environments, created new shaders, textures, animations, and choreographed…
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Terrorarium: Pre-Rendered Cinematics Workflow
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HW-10mm Enforcer Sidearm
WH-10: Enforcement Sidearm by MattMurch on Sketchfab WH-10: Enforcement Sidearm. Designed for first person games, with a grounded futuristic design. The HW-10 is designed with simplicity and functionality front and centre. Intuitive iron sights mean officers can aim quickly, and can watch their aim in peripheral vision thanks to the high vissibility alignment dots. The…
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Modbox URP Conversion
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Spirits: Flashback Arcade
Flashback Arcade is designed as a world of its own, with easy access for the boss it drives combat while delivering a lot of unique atmosphere. The lighting of an almost all black room can be a hurdle. I needed to add a lot of lights, and that gave me a great opportunity to add…
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Spirits: Back Halls
The opening area of Spirits. This room needs to guide the player forward. It also hold the main menu on an arcade machine. The room connecting Flashback Arcade too TechnoShed. Employees gather, to watch TV and play the Arcade games on there down time. Between TechnoShed and Lancelot Music is this store room. It holds…
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Spirits: Mill Lake Mall
To help the player keep their bearings I gave the mall several key guiding landmarks. The greenery and shadow guides the player away from the areas they shouldn’t be, our vibrant lighting elements keeps the focus on each store and the main gameplay areas. The introductory areas introduce the visual elements of the game and…
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Spirits: TechnoShed
TehcnoShed’s sign is based on a retro futuristic angular design style often used for mall electronics shops. Inside of TechnoShed we optimized the environment for gameplay. It’s a place where the player can hide and shoot unhindered until they got their bearings, or run out of TV’s. TechnoShed has a very wide and shallow layout…
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Spirits: Lancelot Music
We called on several classical record and asset stores to influence the style of our Lancelot Music. The record store provides a medium level of complexity: A few object types, lots of maneuvering room, and a bright and vibrant room to welcome the player. Roles: Environment Artist, Modeler, Texture Artist, Lighting, Technical Artist Lancelot Music…
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Spirits: Burger Royal
Burger royal is a throwback to classic 80’s Burger King Inside our retro furniture is on full display, as well as popular 80s carpeting and wall decoration. Part of designing Burger Royal was connecting it to the back room. By laying out the throwable assets we guided the player into the safety of our back…
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Terrorarium – Early Access Trailer
Roles: Cinematographer, Environment Artist, Texture Artist, Animator, Lighting, Concept Artist, Choreographer I was brought in to build and shoot the Terrorarium early access trailer. I was brought in to sequence timelines and build up dynamic shots with Cinemachine. Working closely with their lead artist I built new sets, designed some real time visual effects, and…
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CRC 5G Demo, VR Specialist
The demonstration running on the 4k star 3D screen. I converted the project to run off of a Unity visual star machine, this simplified the code, and made manipulation easier. A map of every cell tower in Ottawa interacting in real time. The timeline became an integral part of our pre-scripted demos. Reducing development time…
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RCSP Arrowhead
Beauty render showing the ‘renegade’ colour scheme. Modular Interior was created with attention to detail and plausible functionality. Roles: Modeler, FX Artist The RCSP Arrowhead is a versatile patrol ship with speed, weapons and sensors to patrol and protect the outer colonies without support for months. Home to a crew of three, this ship is…
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Docking Sim: High Realism Mundane Space Simulator
Workflow allows for gorgeous graphics with Unity’s deferred lighting engine. High fidelity “Face Weighted” models run perfectly in realtime or low end commuters. Using the ‘Face Weighted Normals’ workflow to increase visual fidelity without effecting the rendering overhead, Tri-Planar tiled materials allow for unbelievable close-up texture resolution. Roles: Game Designer, Modeler, Programmer, Shader Artist, Animator…
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AAP-003 – Vissualization
Roles: Environment Artist, Modeler, Animator, Choreographer, Cinematographer Created in unity for realtime, in engine rendering. The goal was to embrace the new cinematic tools that Unity has developed and build an amazing game environment.I generated/modelled and animated each ship, modelled the all environment assets (expert the rocks). All characters where created by me in FUSE.
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Tri-Planar Terrain Splat Shader
Seemlesly blend up to 4 materials across any mesh. 4 unique materials based on the substance Unity 5 exporter. Run through try-planer blending before being mixed using vertex colours. Tri-Planar mapping eliminates texture stretching on cliffs or overhangs for a more realistic environment. All without any UV maps. Roles: Shader Artist Using triplanar projection for…
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Chicken Coup
ChickenCoup Gameplay A low poly game built with a team of 4 over 2 weeks. We had two artists, I handled all concept art, the level design, racoon/enemy models and animation, and all environment art. We submitted Chicken Coup to HumbleBrag (hosted by Humble Bundle) in Toronto where it reportedly did very well with viewers!
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SwapBox V1
SwapBox’s environment mixes organic and mechanical to create an atmosphere of unease and mystery. Swap Buttons by MattMurch on Sketchfab Buttons are your interface to the mechanical control of SwapBox’s environment. SwapGun by MattMurch on Sketchfab The SwapGun is your key to the world of SwapBox. I chose it’s mix of materials to reflect the…
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Terraformers: Space Command
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. Spicea Flos Mortem (Mobile Freindly) by MattMurch on Sketchfab Spicea Flos Mortem (High Poly Bake) by MattMurch on Sketchfab For each model, I would sculpt a…
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Terraformers: Space Command – Release Trailer
A spider mech takes on the slime The tri-station passes by the Terraformers logo The tri-station watches over the battleground. Aliens on the move. The tri-station passes by the Terraformers logo. Aliens attack the resource extractor. The tri-station passes by the Terraformers logo. A sniper mech and hover mech stand guard. Roles: Cinematographer, Technical Artist,…
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Freelance Works: Southern Asia
You get the reference images, and you just know you’ll be hungry! Lint Chocolate Thins by MattMurch on Sketchfab Lint Chocolate Thins:This is one of my favourite models. It is essentially a cube, but If you look closely there are intricate folds and decorative layers of paper that go into the real thing. SO much…
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Daedalus: Sniper of the skies
A hero unit from the upcoming game Terraformers, Daedalus is a lethal sniper with the eyes of a craftsman.
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Petra Monastery Investigative Camp
The ‘front yard’ of the runis. Petra Bench (Ubisoft NXT 2017) The approach to the ruins. Trash Bin (Ubisoft NXT 2017) Russian Laptop. Soviet portable desk Roles: Environment Artist, Modeler, Texture Artist The temple is based on several structures in Petra, Jordan, where a cold war soviet submarine appeared over-night. This monastery is basecamp for…
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DMD: The Low-Poly Collection
Roles: Modeler, Look Developer This is a game ready asset collection I am building at Double M Digital. They are designed to work instantly in a Unity scene to enable others to build engaging stylized interactive experiences (games for everyone!)
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Terraformers Planetary Environment Art
When I cam on board my tasks grew form 3D Artist/Animator to Technical Artist as I ran them through the basics of PBR, introduced Substance Painter and setup easily replicateable systems and workflows for 3D content creation.
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The Cave
Deep in the woods, a deep, mysterious cave waits for adventurous explorers.
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Upper Canada Mansion
Recreation of the Crysler Hall mansion at the Upper Canada Pioneer Village.
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Wrapping up at Alientrap Games Inc.
About a month ago I wrapped up my time at Alientrap, working there for the last few years was fantastic. The work itself was awesome with variety and unique new challenges. The real standout moments came from how the studio was run with trust and generosity. I’m so thankful for the time I had there,…
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Perfect Exporting from Blender to Unity
You can drag a Blender file into Unity and that will work perfectly, but it is bad practice (if something happens to that file you lose your model completely). Here is how to reliably have a good import without compromising your working files: Instead, select all the meshes you want to export in Blender. Go to “File > export > FBX”. Name your FBX export,…