Halo 4

The vast majority of the level is textured with tiling textures and trim sheets. Most surfaces and objects used hand weighted normals to give it a 'high-res' look. Very few baked normal maps are utilized.

The vast majority of the level is textured with tiling textures and trim sheets. Most surfaces and objects used hand weighted normals to give it a 'high-res' look. Very few baked normal maps are utilized.

Modeled and texture the primary Forerunner structure exterior

Modeled and texture the primary Forerunner structure exterior

This structure was made by another CA Artist (Seok Ki Kwon). I lit the interior and exterior areas

This structure was made by another CA Artist (Seok Ki Kwon). I lit the interior and exterior areas

Modeled, uv'd, and world built all the UNSC props in these areas.

Modeled, uv'd, and world built all the UNSC props in these areas.

Modeled and uv'd the main Forerunner base exterior and interior

Modeled and uv'd the main Forerunner base exterior and interior

Responsible for modeling and uv'ing the ramp section.

Responsible for modeling and uv'ing the ramp section.

Modeled and uv'd the tower and base exterior structures

Modeled and uv'd the tower and base exterior structures

Another CA artist modeled and uv'd this area, I was responsible for the lighting

Another CA artist modeled and uv'd this area, I was responsible for the lighting

Lighting

Lighting

This was a collaborative modeling and uv'ing effort between another CA artist and myself

This was a collaborative modeling and uv'ing effort between another CA artist and myself

Modeled, uv'd, and world built the UNSC grav lift area.

Modeled, uv'd, and world built the UNSC grav lift area.

Lighting

Lighting

Halo 4 Vortex Multiplayer Map Walkthrough With 343i

Environment Art Map Lead on Vortex. Responsible for world building, modeling & UV-ing in collaboration with other Certain Affinity artists. Also responsible for lighting the level. Some of the textures\materials are from 343's library used on Halo 4. Took over as Map Lead from David Ancira at the beginning of production on the map and took it to the finish line. The majority of the terrain, rocks, and terrain mask painting are his work. I was responsible for a lot of the modeling\UV-ing of the UNSC and main Forerunner forms, in collaboration with another artist, Seok Ki Kwon.

Date
February 8, 2020