Troy L. Perry

Online Portfolio
Games

starcraft 2 wings of liberty: flagship hallways

2009. I modeling and textured these hallways for an in-game cinematic.

 

 

starcraft 2 wings of liberty: environment

2009. I modeled and textured this set for an in-game cinematic.

note: the floor tile texture in the above image was created by another member of the team.

starcraft 2 wings of liberty: platform

2009. I modeled and textured these props for an in-game cinematic.

fracture: main character hi res model

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2007. This was the Main Character model for the PS3/XBox360 title Fracture that I built while working at Day1Studios. This was the primary version of the character before additional gameplay related art was added to him, by Day1Studios, for the final version of the game.

The idea was to get a young soldier with an ‘everyman’ type of personality. He should look protected in his gear but still have mobility. Because he’s climbing mountains and leaping into and out of the dynamically created craters.

Built in 3DS Studio Max and ZBrush.

starcraft 2 wings of liberty: flagship corridor

2010. I modeled and textured this set for an in-game cinematic.

 

 

starcraft 2 wings of liberty: camera prop

2010. A reporter’s camera that I designed, modeled and textured for an in-game cinematic.


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starcraft 2 wings of liberty: Hydra kill

2010. This is an FX shot I created for in in-game cinematic.  The task was to show a Hydralisk getting Murdered with a capital ‘M’. I modeled and textured all of the FX related elements as well as timing and animation of the FX. Plus I got to model some brains. It was a win, win.

starcraft 2 wings of liberty: tosh cloak FX

2010. This is an effect that I created for the character Tosh. The task was to recreate this awesome decloaking effect done by the guys in Blizzard’s pre-rendered effects department. Only catch was, it had to be done in realtime. I accomplished this by basically pushing the engine’s FX animation pipeline as far as I could get it. Animated textures built from procedural noise materials in 3DSMax, scrolling UVs, electrical spline ribbons, smoke particles, full screen lens glare on cards, displacement animation - I used everything it took to get the look as close as possible.

I think you can see the crawl of the patterns a bit better in this one:

starcraft 2 wings of liberty: protoss crystal warp fx

2010. This is an effect I did for in-game cinematic. The task was to animate a Protoss crystal forming above an amulet being held in Jim Raynor’s hand. I worked closely with a concept designer to create an effect that would feel right for the shot. The crystal and amulet were modeled by other members of the team. I modeled, textured and animated all of the FX elements.

starcraft 2 wings of liberty: planet char’s sky FX

2010. This is a very short FX shot that I created for one of our in-game cinematics. I worked with a member of our matte painting department who painted a sky. I took the matte painting and broke it into separate 3D layers, rigged and then animated those layers in the engine.

starcraft 2 wings of liberty: jukebox controls

2009. The Jukebox body was made by another member of the team. However, we needed detailed controls for an extreme closeup on the Jukebox for an in-game cinematic.

I modeled and textured this control board as well as fully animating the equalizers.

fracture: heavy gate

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2007. This is an Environment model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

Built in 3DS Studio Max.

fracture: light trooper hi res model

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2007. This was the Light Enemy Soldier model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

All of the enemy characters in the game were bio-engineered super soldiers. Underneath the layers of synthetic muscle tissue, each soldier looked like this guy. Easy to push around but dangerous in numbers, the Light was intended to be one of the most numerous enemies to appear but also the easiest to take down.

Built in 3DS Studio Max.

fracture: hammerhead trooper hi res model

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2007. This was the Hammerhead Enemy Soldier model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

All of the enemy characters in the game were bio-engineered super soldiers. The Hammerhead was designed to add variety to the enemy forces. His musculature was intended to give the impression that his jumping and running capabilities were greater than that of the player’s own character.

Built in 3DS Studio Max and ZBrush.

fracture: antennae bunker

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2007. This is an Environment model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

Built in 3DS Studio Max.

fracture: colonel lawrence textured

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2007. This was the Military Commander model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

The Colonel gives the player his orders from mission to mission. He was designed to be a battle hardened veteran, made obvious through some visual cues such as the missing arm and the older style armor. Model is shown in engine.

The hi-res model of Lawrence can be found here.

Modeled in 3DS Studio Max and ZBrush. Textured in Adobe Photoshop.

fracture: elevator platform

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2007. This is an Environment model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

Built in 3DS Studio Max.

fracture: hybernation tube

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2007. This is an Environment model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

Built in 3DS Studio Max.

fracture: hammerhead textures

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2007. This was the Hammerhead Enemy Soldier model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

All of the enemy characters in the game were bio-engineered super soldiers. The Hammerhead was designed to add variety to the enemy forces. His musculature was intended to give the impression that his jumping and running capabilities were greater than that of the player’s own character.

Hi-res model of the Hammerhead can be found here.

Built in 3DS Studio Max and ZBrush. Textured in Photoshop.

fracture: environment tiles hi res model

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2007. This was a section of an environment model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

Built in 3DS Studio Max.

fracture: workerbot hi res model

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2007. This was one of the prop models for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

The worker bot was an ambient model rigged with Havoc physics that was placed in the environments. The worker bot was designed to not topple over when the player effects the terrain beneath it, hence the spider leg design.

Built in 3DS Studio Max. Concept for the Bot was created by one of the most talented mechanical designers I have worked with, Elliot Lilly.

fracture: medium trooper hi res model

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2007. This was the Medium Armored Enemy Soldier model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

All of the enemy characters in the game were bio-engineered super soldiers. This character was intended to be the workhorse of the enemy army. He takes a moderate level of damage and carries some heavier armament’s. We designed the plating to make it visually obvious to the player that attacking this guy from close range might not be the best idea.

Built in 3DS Studio Max and ZBrush.

fracture: colonel lawrence hi res model

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2007. This was the Military Commander model for the PS3/XBox360 title Fracture that I built while working at Day1Studios.

The Colonel gives the player his orders from mission to mission. He was designed to be a battle hardened veteran, made obvious through some visual cues such as the missing arm and the older style armor.

The final version of Lawrence can be seen here.

Built in 3DS Studio Max and ZBrush.

fracture: main character textures

2007. Textures for the Main Character model in Fracture. This was the primary version of the character before additional gameplay related art was added to him, by Day1Studios, for the final version of the game.

The hi-res model can located here.