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Environment Artist
Michele Bertolini

Gulliver's Zombies

Software House: Funny Dags
Publisher: Manfont
Pending approval on: iOS

Role: Project Manager, 3D artist

This is a small indie project done in collaboration with some friends of mine. It's a pure arcade game where you're Gulliver on a zombie infected Lilliput; your task is simple: splat all those little zombies to death!
Responsibility in the project: 
Graphic pipeline, performance checks and problem solving for assets.  Low poly modeling and texturing. Multi purpose coffee maker. Cabaret.

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Characters: Zombies bash kits

For all zombie character: from a sculpted base by Daniele Scerra, I've started low-poly modeling, texture painting and normal baking. Softwares used: 3ds Max, Photoshop, nDo2, xNormal.
Character are divided in three pieces: body, head and hat, so they can be generated randomly at runtime.
Bodies are between 590 and 635 triangles, heads from 232 to 480 triangles and hats from 128 to 350 triangles.
Textures are 256x256 diffuse and normal for each piece.
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Environment: Countryside

Third stage of the game: low-poly modeling, texture painting, light baking. Softwares used: 3ds Max, Photoshop, nDo2.
I've used a 2048x2048 pixel diffuse texture plus a Normal Map of the same size, to match iPhone resolution.
7062 triangles total.
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Game camera view
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Diffuse
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Normal

Environment: City centre

Seventh stage of the game: low-poly modeling, texture painting, light baking. Softwares used: 3ds Max, Photoshop, nDo2.
I've used a 2048x2048 pixel diffuse texture plus a Normal Map of the same size, to match iPhone resolution.
5018 triangles total.

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Game camera view
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Diffuse
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Normal
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