Welcome to my ModDB profile page. My name is Martin and I'm a Technical Artist (TA) from Stockholm, Sweden. I started out my career in game development as a 3D Artist in late 2010, working with art production on a wide range of different platforms (PC, Xbox 360, PS3, iOS, Android). As a Tech Artist I work in the twilight zone between Programming and Art. Responsibilities involves things like: Tools development, Improving artist workflows, Writing shaders, Rigging, Research & Development, Prototyping, Technical Writing (Documentation), Teaching artists and probably most importantly: design as well as maintain new or existing pipelines. Currently I am working at King - an Activision-Blizzard division.
Cobray Ingram Mac 10 - 5,1k tris (5,7k with silencer)
FPS-type weapon that I made during the summer of 2010 for my portfolio (that I coded at the same time).
This is awesome, what software do you use to model with?
Autodesk Maya 2010 for modelling
Photoshop CS5 for the textures
xNormals for baking the normal map (hipoly to lowpoly bake)
and CrazyBump for adding a heightmap to the already existing normal map.
I rendered it all in the Marmoset engine (awesome software which you should try out - it's cheap too)