- Study -  realistic materials
Models & Textures by Jeremiah Washburn
Tools: Zbrush, 3dsMax, Substance Painter
Project: Research and Development

 

Low Poly Vintage Gas Pump, 13770 triangles.  2048x2048  diffuse, normal, metal, roughness maps
- Please Roll-Over image to toggle edged faces on / off -


 

 

 

 


Low Poly Fire Hydrant model, 3000 triangles. 1024x1024 diffuse, normal, metal, roughness maps
- Please Roll-Over image to toggle edged faces on / off -


Low Poly Fire Hydrant Textures  (Color, Metal, Roughness, Normal)

 


 

Low Poly model, 1,200 triangles. 1024x1024 diffuse and normal.
- Please Roll-Over image to toggle edged faces on / off -

 

Low Poly model, 1,200 triangles. 1024x1024 diffuse and normal.
- Please Roll-Over image to toggle edged faces on / off -



 

Medium (5,648 triangles) & Low (1,200 triangles) Tomb Meshes Renderd with Marmoset

Low poly Tomb Textures
tomb_textures




Concurrents - "Parabolis City" - GDC 2022 Demonstration of  Streaming Technology
Level placement, Lighting, Particles, Cinematics, Level Optimization by Jeremiah Washburn
Creature A.I. by Brian Lhota
Base Assets- City pieces, character & creature brought from Unreal Store and modified for use
Tools: UE4, 3dsMax, Maya, Photoshop, Substance Designer

 

Cinematic Sequence

   

 

 



Risk of Rain 2 - Port to Switch from PC
Character, FX and Level Optimization by Jeremiah Washburn - (No art creation, just optimization.)

50 unique players, enemies and bosses in the game, optimzed for Switch:

 

 





Optimzation of 32 levels


 


Screenshots from Switch Port

 


 


  - PS3, 360, PC -    WarMachine : Juggernaught Player Character
Low Model, & Textures by Jeremiah Washburn
High Model & Textures by Harlan Galer

Rig and Animation by Nathan Bolt

Tools: Gamebryo 3.0 beta, 3dsMax 9, & Photoshop CS3

- Model Shot &  In Engine Shot -







2008      -WarMachine : Art Direction and Technical management of CryX Enemy force.
(Additional help on Contracts, etc. provided by the Producer; Adam Creighton.)

Negotiated with Privateer Press and obtained original concepts sketches and lead figurines.
Contracted model and animation work out to S.I.D. 

Managed that relationship while simulationsly contracting out the Ragdolls to an Nvidia studio in Shanghai China.

Finished technical work; set up materials, animation sequences, and all export procedures needed for 4 different platforms.
Project: GDC2009 Demo and development of LightSpeed Editor, Tech. test of Apex ( Nvidia tech.) / Client: Emergent technologies
WarMachine IP Provided by Privateer Press
-Model Shots-
deathripper



bloatthrall