Black Mesa — Gonarch's Lair Environment Art

2018-2019
My contributions to Gonarch's Lair included using Wallworm Pro and 3ds Max to sculpt displacements from level design blockouts, paint vertex blends, and set dress rocks and foliage; all while performing extensive geometry culling and optimizations in order to get the scene running within the tight budget of the Source Engine.

https://store.steampowered.com/app/362890/Black_Mesa/
https://area.autodesk.com/life-in-3d/from-black-sheep-to-black-mesa-and-beyond/

Responsible for sculpting displacements from level design blockout, painting blends, set dressing, optimizing scene geometry

Responsible for sculpting displacements from level design blockout, painting blends, set dressing, optimizing scene geometry

Responsible for sculpting displacements from level design blockout, painting blends, set dressing, optimizing scene geometry

Responsible for sculpting displacements from level design blockout, painting blends, set dressing, optimizing scene geometry

Responsible for final displacement sculpting, painting blends, set dressing, optimizing scene geometry

Responsible for final displacement sculpting, painting blends, set dressing, optimizing scene geometry

Responsible for final displacement sculpting, painting blends, set dressing, optimizing scene geometry

Responsible for final displacement sculpting, painting blends, set dressing, optimizing scene geometry

Responsible for final displacement sculpting, painting blends, rock set dressing, optimizing scene geometry

Responsible for final displacement sculpting, painting blends, rock set dressing, optimizing scene geometry

Art process from initial displacement subdivison, sculpting, and set dressing

Art process from initial displacement subdivison, sculpting, and set dressing