Foliage materials - trees, plants, grass, static, and animated WPO
Foliage materials - vert paint color variation, trees, plants, grass, static, and animated WPO
Movie Studio animated tentacle materials + detail textures
Movie Studio animated volume QP material (Stars, Dust, blinking lights, and building shields) and animated cloth material
London rain materials - wetness + variation, drips, leaks, droplets, puddle waves, water bodies
London rain materials - wetness + variation, drips, leaks, droplets, puddle waves, water bodies
London rain materials - wetness + variation, drips, leaks, droplets, puddle waves, water bodies
Arcade machine animated screens materials, flicker functionality
Up-Z moss with normal direction blending and masking
Burning wood material
Tokyo parallax plexiglass QP material + plexiglass base textures
Kona animated tarp material
Animated rollers material, I-Beam texture, animated CRT material for static screens, flicker light functions and flicker material functions
Animated lights, flicker, foliage WPO and wind movement on tiling netting
Examples of WPO fan materials
Fogcard materials / BPs
ATM animated screen materials
Airport ATM/kiosk animated screen materials
Kona animated competition screen material (Competition bar texture by Meli Jackson), cloth WPO, foliage WPO
Zoo's Save Stompy animated competition screen material, cloth WPO, foliage WPO
SSS sculpture material + thin film - Model and Textures by Monica Espinoza, animated WPO tarp materials
Skater video thumbnail VHS material
I am humbled and proud to have worked with and led the incredible art team at Iron Galaxy Studios as the lead artist on this project. THPS3+4 was a team effort from start to finish, with many artists contributing content, new ideas, feedback, iteration, set dressing, polishing, and optimizing all the assets.
-
This is a collection of the various ways I contributed to the game through texturing, custom materials, and blueprints - all to add life and movement to otherwise static spaces. Some of my favorite moments during this game's development came when I was able to work on these particular assets.
-
My contributions to project materials included setting up improved character logic for skin and hair, Character material effects, customization effects across characters and environments, post-process effects, character and environment organization, material function optimization/modularity, as well as Material Layering, bespoke material creation, and bespoke Material Function creation. Environment materials include: blockout, unique collectible effects, decals, fake interiors, multiple foliage types, glass, grass, optimized HLOD, Ice, lighting materials (i.e. light functions, self illuminated emissives, fog, etc), material functions (i.e. utility, FX, shared, material, layer, projection, etc), metal, moss, base materials, post process, animated screens (i.e. CRTs, LEDs, ATMs, Kiosks, etc), snow, rain, vehicles, vert blend, water, WPO, and misc needed resources (textures, MPCs, curves, noises, etc).