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Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)
Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.
Matt Olson is a great artist with an incredibly big experience working in game industry. He started working with World Fusion Software, working on an unpublished online project Atriarch. In 2004 he moved to The Collective and worked on a number of high-level projects including Da Vinci Code and Star Wars Episode III. His next place of work was Double Helix Games, where he worked on Silent Hill Homecoming and a couple of other cool projects.
Currently he’s working in Turtle Rock Studios on Evolve – a nice looking online shooter with some amazing visuals. For the DLC Matt created a number of very cool environments, which look absolutely amazing. Here are some of the screenshots, for references and for studying. All the environments are also richly animated, but unfortunately you can’t see all the details. The levels feature a lot of moving machines and animated neon lights.
With the DLC maps Matt wanted to improve upon the modular set he built for the shipped game. He used it extensively to build the objects around the environment and optimized it all a little bit fo make the scenes a little more efficient for memory and performance. Here are the base textures he to make all the man-made structures.
If you look close enough you can actually see the names of I always like to hide people’s names in the textures. In the highlighted area of this texture you can see the names of the 2 level designers Chris Holmes, Nick Parde and modelers Sean Keegan, Daniel McGowan, Sloan Hood and Matt Olson himself.
Overall the scenes look incredibly cool and richly detailed. Can’t wait to see Matt’s upcoming woks.