Low Poly Environmental and Prop Art

Below are some of the low poly environmental works I've done along with some various prop models. Most of the work is from Stardock Entertainments's 4x game Sorcerer King, with a few things coming from Zynga's Solstice Arena. Being the inhouse 3D artist on the production of Sorcerer King I was responsible for environmental modeling, texturing, lighting, map creation, particle effects, and many other things. If there was an aspect of the 3D game world, I was probably involved.

 

Kingdom Cities

Sorcerer King. Original concepts. Modeled in Maya with some tweaking in Zbrush. Textured with Photoshop and 3-D Coat. Final models range from 2,698 tris to 11,533 tris. Low tier cities have one 1024 diffuse map, while higher tier cities have two. Alpha channel used for specular. Screenshots taken from Marmoset Toolbag.

 

Frozen Cities

Sorcerer King. Original concepts. Modeled in Maya with some tweaking in Zbrush. Textured with Photoshop and 3-D Coat. Final models range from 12,249 tris to 17,613 tris. Low tier cities have two 1024 diffuse map, while higher tier cities have three. Alpha channel used for specular. Screenshots taken from Marmoset Toolbag.

 

Rival Faction Cities

Sorcerer King. Original concepts. Some examples of the various Rival Faction's cities. Modeled in Maya with some tweaking in Zbrush. Textured with Photoshop and 3-D Coat. Final models range from 9,523 tris to 14,852 tris. Most have two 1024 diffuse maps. Alpha channel used for specular. Screenshots taken from Marmoset Toolbag.

 

Quest Locations

Sorcerer King. Modeled in Maya with some tweaking in Zbrush. Textured with Photoshop and 3-D Coat. Final models range from 1,205 to 3,323 tris. One 1024 diffuse map. Alpha channel used for specular. Screenshots taken from Marmoset Toolbag.

 

Secondary Quest Locations

Sorcerer King. Original Concepts. Modeled in Maya with some tweaking in Zbrush. Textured with Photoshop and 3-D Coat. Final models range from 3,000 to 4,000 tris. One 1024 diffuse map. Alpha channel used for specular. Screenshots taken from Marmoset Toolbag.

 

Secondary Quest Locations Cont

Sorcerer King. Original Concepts. Modeled in Maya with some tweaking in Zbrush. Textured with Photoshop and 3-D Coat. Final models range from 3,800 to 6,900 tris. One to two 1024 diffuse map. Alpha channel used for specular. Screenshots taken from Marmoset Toolbag.

 

Sorcerer King World Map

Sorcerer King. Screenshots captured ingame. Other than modeling and texturing structures, I also painted many terrain texture, was responsible for establishing the worlds lighting, created particle effects, tree, rocks, vegetation.

 

Tactical Battle Maps

Sorcerer King. The game has dozens of tactical battle maps. It's these areas where most of the combat of the game takes place. While not all props or particle effects were made by myself (although I did make a lot), I was responbile for the end look and design of these maps.

 

 

 

Prop Models and Textures

Below are some of the props models I produced for Sorcerer King and Solstice Arena.

 

The Guardian

Solstice Arena. Modeled in Zbrush and Maya. Textured with Zbrush and Photoshop. Final model is 2,296 tris with one 1024 map for diffuse, the alpha channel was used for specular. Original concept by Mark Paulik.

 

Viking Leonis Falling Steel

Solstice Arena. Modeled in Zbrush and Maya. Textured with Zbrush, Photoshop, and BodyPaint 3D. Final model is 524 tris with one 1024 map for diffuse, alpha channel used for specular and one 512 map for emissive.

 

Tower

Solstice Arena. Modeled in Zbrush and Maya. Textured with Zbrush, Photoshop, and BodyPaint 3D. Final model is 976 tris with one 1024 map for diffuse and one 1024 map for emissive. Original concept by Mark Paulik.

 

The Shoppe

Solstice Arena. Modeled in Zbrush and Maya. Textured with Zbrush, Photoshop, and BodyPaint 3D. Final model (shoppe only, not wall) is 1,374 tris with one 1024 map for diffuse, alpha channel used for specular. This one was made to be extremely low poly, with the back wall being only a rendered image which would be seen exclusively from one angle. Original concept by Mark Paulik.

 

 

 

Get in touch

Feel free to contact me

Questions about existing artwork or anything else?

 

richardzryd@gmail.com