Welcome to my ModDB profile page. My name is Martin and I'm a Technical Artist (TA) from Stockholm, Sweden. I started out my career in game development as a 3D Artist in late 2010, working with art production on a wide range of different platforms (PC, Xbox 360, PS3, iOS, Android). As a Tech Artist I work in the twilight zone between Programming and Art. Responsibilities involves things like: Tools development, Improving artist workflows, Writing shaders, Rigging, Research & Development, Prototyping, Technical Writing (Documentation), Teaching artists and probably most importantly: design as well as maintain new or existing pipelines. Currently I am working at King - an Activision-Blizzard division.
Art test for a job application.
I was asked to do a 3D character in the same art style as the ones in Plants VS Zombies. I was also asked to come up with my own zombie type so I went for a Hipster zombie. I thought that could be a pretty fun character to make.
I have a strong preference for hard-surface modelling and haven't really done any characters except a horrible demon hound I made back in school. So this was something of a challenge for me. I think it turned out pretty ok.
The company I've applied for is not into realtime graphics so I got a bit sloppy with the polycount which landed at 15k with the hat and the glasses. I also did several "faults" during the modelling process; finding myself doing unnecessary retopos of the head and hand(s). The typology flow isn't perfect either but it's a start. I made a very simple rig for the character as well - nothing advanced (it doesn't even have IK's!!) just so I could pose it.
Texture is one 2048 diffuse map with an AO on it. And the screens were taken from Marmoset Toolbag.
Tools: Autodesk Maya, Adobe Photoshop, Santiago Orgaz xNormal, Marmoset Toolbag.