Star Wars: The Old Republic - Environment Work

Back in the day (2009 ish), back during my outsourcing days at Big Sandwich Games - I had the pleasure of working on this absolute gem of a game. Working on an MMO of this caliber was a massive challenge, not only because of the incredibly strict poly counts / texture resolutions required to make it run on low-spec machines - but also because of the incredibly unique art style. Every texture was hand-painted, and almost every asset required a uniquely sculpted normal map. No hard normal faceting allowed. As well as the intensely detailed, hand-painted diffuse maps that required tiny little paint blobs across every surface.

Cave Modelling / Texture - All prop work / Level Art / Lighting done by Bioware

Cave Modelling / Texture - All prop work / Level Art / Lighting done by Bioware

Cave Modelling / Texture - All prop work / Level Art / Lighting done by Bioware

Cave Modelling / Texture - All prop work / Level Art / Lighting done by Bioware

Imperial Stronghold - Building modelling / texture set done by me - All prop work / Level Art / Lighting done by Bioware

Imperial Stronghold - Building modelling / texture set done by me - All prop work / Level Art / Lighting done by Bioware

Cave Modelling / Texture - All prop work / Level Art / Lighting done by Bioware

Cave Modelling / Texture - All prop work / Level Art / Lighting done by Bioware

Cave Wall Stylized Texture Set- High res sculpt in Mudbox, and then hand-painted Diffuse in Photoshop

Cave Wall Stylized Texture Set- High res sculpt in Mudbox, and then hand-painted Diffuse in Photoshop

Cave Modelling / Texture - All prop work / Level Art / Lighting done by Bioware

Cave Modelling / Texture - All prop work / Level Art / Lighting done by Bioware