Wednesday, March 30, 2016

Matt Helsom's Work

Matt Helsom
LinkedIn
Email: matt.helsom@gmail.com

Skylanders: Superchargers
Cloud Breather's Crag

This was the Dragon Level in Superchargers.  It was my responsibility to be the sole map-owner.  My job was to not only create textures, models, and materials but also organize (with the support of the map designer) and stage the entire map.  We were also tasked with making tracks for the racing portion of the game.





Below, I added a couple of texture breakdowns from these scenes.  We have a PBR (Physically Based Render - energy conserving; a surface can't reflect more light then it receives) lighting model for our engine.  Making the transition was quite the challenge for all of us.  I was traditionally used to painting light information into my Diffuse textures.  With this tech, we put most of our focus into our ZBrush sculpts and our Gloss textures since they now do the heavy lifting.  This left our Diffuse (now called Albedo) with just surface color information.  Plus, we had parallax occlusion mapping for gen8 (PS4 and XBoxONE) to add procedural depth to our materials.

Cobblestone Sculpt
Cobblestone Render

Stone Dragon Sculpt
Stone Sculpt




























Albedo
Normal

Gloss

Render

Albedo

Normal

Gloss

Render