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Roman Streets
This was a 4 week long personal project. It's an imagining of the streets of a late-Republican ancient Roman town in Italy for a game, filled with multi-storey apartment buildings (insulae). It was modeled in 3Ds Max and setup and lit in the Unreal 3 engine

All models and textures were done by myself, except for the Sky Dome and the water effects - those were assets included with the Unreal Dev Kit. There are 6 base building models of between 6,000-15,000 tris which are reused multiple times, and decorated by a variety of props (balconies, amphorae, etc.). Props are all 1,500 tris (the fountain) or less, with the exception of the large balconies supported by colonnades. Those are 4,000 tris. All models have both normal and specular, created in CrazyBump. The tree is a Mediterranean Pine created in the trial version of SpeedTree provided in the UDK.

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Extasis v.2
A more realistic re-imagining of the imaginary Peruvian mental asylum which was the setting for a game created in the 3rd year of my BA in Games Design. Done to meet the requirements of the Irrlicht engine, which we were using for the game. Whole scene is under 80,000 tris, but engine did not support normal, specular or even alpha maps. Originally lit using the gile[s] lightmapping software. Later relit in 3Ds Max.

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