DOOM

Responsible for world building, the texture of the world of bodies, and the tree root models and texture.

Responsible for world building, the texture of the world of bodies, and the tree root models and texture.

World building

World building

Responsible for the 'flesh wall' texture and model. It was created by displacing a tiling texture created in Zbrush against a mesh, and then optimizing that mesh in Modo. Substance Painter was used for the texturing.

Responsible for the 'flesh wall' texture and model. It was created by displacing a tiling texture created in Zbrush against a mesh, and then optimizing that mesh in Modo. Substance Painter was used for the texturing.

The tree at the center of the level was textured using an early version of Substance Painter to get the blood streaks going down the trunk (particle brushes).

The tree at the center of the level was textured using an early version of Substance Painter to get the blood streaks going down the trunk (particle brushes).

Responsible for the world building as well as the models and textures for the center column, tree roots, and tree bark wall.

Responsible for the world building as well as the models and textures for the center column, tree roots, and tree bark wall.

Environment Art Map Lead on Perdition. Responsible for art direction, world building, modeling, & texturing in collaboration with other Certain Affinity artists. Some of the assets in the level were provided by the great artists at Id. Most models were produced using sculpts in Zbrush and then textured in Quixel Painter (Photoshop version).

Date
February 5, 2020