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VRX - 3d

And a lot more work done for the same proyect that ended stored on the crate with the other ones, but this time in 3d.
Here you can see the base model I did for the players (before I decided I was going to use everything I learned with this one to create a new and better version) an armor set and its textures, the main weapon and some props textured in Substance. Even some screengrabs of the Testing Arena from Unreal and a video captured with the Oculus Quest headset (yes, implemented by myself too)

In this VR-Shooter proyect I was in charge of everything on the artistic side (everything but the UI and logo design), from every concepts of the mechas and environments to model, rigg, animation, textures, materials, asset placement ingame, lighting... so not a lot final work, but a lot of work done anyways, and I wanted to show the world cause I was... I AM very proud of what I managed to do with it.
I know there is a lot of room for improvement, and I hope someday we will rescue this and take it some levels further, but for now it ends here.

Here's the high poly of the Proxie-00, the robot that was going to be used by the players before changing it's design for a slimmer and simpler one (this one was my first high poly robot ever by the way!)

Here's the high poly of the Proxie-00, the robot that was going to be used by the players before changing it's design for a slimmer and simpler one (this one was my first high poly robot ever by the way!)

Some details of the chest and battery of the robot

Some details of the chest and battery of the robot

More close ups of the chest (that neck was simplified on the final version)

More close ups of the chest (that neck was simplified on the final version)

Here you can see a Substance render with the textures and materials I created for the robot base mesh

Here you can see a Substance render with the textures and materials I created for the robot base mesh

Here's the High Poly of one of the armor sets I concepted. I made it so we were able to make some tests (which never happened) and see how it felt with it

Here's the High Poly of one of the armor sets I concepted. I made it so we were able to make some tests (which never happened) and see how it felt with it

Some substance color scheme tests for the Armor Set of the Proxie

Some substance color scheme tests for the Armor Set of the Proxie

A close up of the Substance material tests so you can see a bit better it's details (still needed a bit of dust and rust here and there, but I really like how it ended)

A close up of the Substance material tests so you can see a bit better it's details (still needed a bit of dust and rust here and there, but I really like how it ended)

Here you have the high poly model of the main weapon we were going to use (no texture)

Here you have the high poly model of the main weapon we were going to use (no texture)

Some Substance texture and material work done on one of the environment assets

Some Substance texture and material work done on one of the environment assets

The main door used to get into the Testing Arena with its materials and textures, done in Substance too

The main door used to get into the Testing Arena with its materials and textures, done in Substance too

A small video from the test map I assembled in Unreal, recorded with the Oculus Quest headset (yes, the first one)

Some screenshots of the Testing Arena in Unreal (there are a lot of placeholders, but it worked for measurment and giving us a good size feeling)

Some screenshots of the Testing Arena in Unreal (there are a lot of placeholders, but it worked for measurment and giving us a good size feeling)

you can see here the octagonesque floor of the Testing Arena. It felt actually quite big when seeing it with the headset, and it was going to have some obstacles for hidding and taking cover

you can see here the octagonesque floor of the Testing Arena. It felt actually quite big when seeing it with the headset, and it was going to have some obstacles for hidding and taking cover

The floor was going to have a techie texture with pretty cool effects, but I needed to focus on other higher priority stuff

The floor was going to have a techie texture with pretty cool effects, but I needed to focus on other higher priority stuff

Even if their textures are still in the to do list, I really like the "hughe facility/lab" feeling the outside buildings give to the map

Even if their textures are still in the to do list, I really like the "hughe facility/lab" feeling the outside buildings give to the map

The door even has some opening animations with an extending bridge, but they were never implemented

The door even has some opening animations with an extending bridge, but they were never implemented