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  • Portfolio
    • Studio Releases
      • The Dark Pictures Anthology
      • The Persistence PSVR
      • Battalion 1944
      • Rising Storm 2: Vietnam
    • Environments/Props
      • Asylum Manicomio Di R
      • Office Desk Phone
      • Felix Potin Shopfront
      • Stylised Witches Hat & Broomstick
      • Gothic Mausoleum
      • Industrial Generator
  • Sketchfab
  • About/Resume
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All Posts in “Marmoset Toolbag”

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The Persistence PSVR

August 31, 2018 / No Comments

The Persistence

The Persistence is a PlayStation VR survival horror game built from the ground up for PSVR. I worked as an Environment Artist on the project from the beginning of 2018 up until release. I worked closely with the artists and level designers at Firesprite Ltd based in Liverpool UK. This game has been an interesting project to work on due to the procedural nature of the levels and their design. The majority of my time I was building environment props from concepts and contributing to environments within the game. I created a lot of varied electrical props and modular level pieces. I was responsible for building the bridge of the Persistence that you can see in the screenshots below. This is one of the last areas that you visit before the end of the game and is an important environment for the narrative.

Below are a collection of screenshots taken of the bridge in the UE4 engine. The majority of the assets in the scene are textured using only trim sheets and tillable textures.

Below are renders of some of the assets I made for The Persistence. All of these props were not baked and were textured using one trim and one decal sheet, this was to save on memory.

Asylum Manicomio Di R

June 10, 2018 / No Comments

Asylum Manicomio Di R

Asylum Manicomio Di R was an Italian mental asylum abandoned in 1978. When I found a photo collection of this place online I was drawn to it, this desolate and worn environment had inspired me to recreate and portray as much of it as possible.

This was one of the many operating rooms in the asylum. Due to many variations of these rooms, gathering consistent reference images was a tricky task. The biggest challenge with building the props was to find enough angles to visualise the overall look. The chair in particular was difficult as I had to make up the back and underside as I couldn’t find enough reference. Once I had built the main props I then built the rest of the room and got to work creating the textures using Substance Painter and Designer.

Below are some screenshots of the whole scene created in UE4. The original plan was to create just a few key props in one of the medical rooms within the Asylum Manicomio Di R. It grew from there as I became more intrigued with the overall room itself. I built the rest of the room around the props and finished off the scene, overall I am happy with the result. The lighting is the most important part as it creates a calm yet eerie feeling to atmosphere. It was a challenge to get the lighting right and I feel as though I got it most of the way there.

Felix Potin Shopfront Reims Market

April 6, 2017 / Comments Off on Felix Potin Shopfront Reims Market

Felix Potin Shopfront

This is my interpretation of the Felix Potin Shopfront in Reims market square France in 1917. I could only find a handful of small photo references online so this started out as a difficult task from the get go. I planned out as much I could and drew up diagrams to guide me along the process, then got going.

The modeling process was fairly straight forward and the only real difficulty was knowing how to lay out the inside of the shop. Once I had the models ready I then brought the scene into Substance Painter. There were three unique texture sets to work on, (walls/ pavement/inner floor) (food/bottle set) as well as (signs/pipes/curtains/extras) the rest of it was tilable textures. I worked on these three sets back and forth giving each equal amounts of time.

Once ready then I imported the meshes as well as the textures into UE4 and set up a basic scene. The first screenshots shown below were rendered in UE4 and the second set were rendered in Marmoset Toolbag 3. I have included the reference images of the shopfront, these being the best images I could find.

Overall I am happy with the result and I really enjoyed putting this together. I feel that I created a grounded and realistic interpretation of the Felix Potin Shopfront in Reims market square.

Stylised Witches Hat & Broomstick

March 28, 2017 / Comments Off on Stylised Witches Hat & Broomstick

Stylised Witches Hat & Broomstick

Here are a few low poly props of a stylised witches hat & broomstick, these were created for mobile game usage for an undersea setting. I felt like creating low poly stylised assets as something a little different to try out. I wanted to keep the hat and broom at about 1000 tris for both as well as giving each of them 512×512 textures maximum for mobile usage. I found some great drawings of these props on google images and I wanted to give it a go in Substance Painter and see what kind of result I could get. These two assets were done in under a week and were textured using Substance Painter. Overall I am happy with the result and it was a fun exercise to try out.

Below are some screenshots and a turnaround hosted on Sketchfab.

Industrial Generator

November 3, 2015 / Comments Off on Industrial Generator

Industrial Generator

Here is an industrial electrical generator asset that I modeled and textured using Substance Painter. This was a great exercise to understand painter better as before this I was primarily using the Quixel Suite for texturing. When I used Substance Painter I found it to be intuitive and manageable and this helped me understand the pipeline and enjoy the process. I found quite a few reference images for generators, I chose the ideas that I liked best and mixed them up. I wanted to add wear and tear to the industrial generator to give it some depth, most of the references I had didn’t have any. I spent roughly 1 week making this asset and also getting to grips with Substance Painter and understanding it better. Overall I am happy with the result, the main change I would make would be the edge wear. I feel that the wear is too heavy and consistent. I was happy with the rust marks as well as the grunge around the dials and grills. It was a nice asset to work on and I enjoyed working on it.

Below are some screenshots showing the Industrial generator as well as an interactive turntable.

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