My work on Divinity: Original Sin (announced title)
This is a grab from the artwork I did during my time at Larian Studios in Ghent, working as both a 3D and Technical Artist, helping out where necessary. For the most part, the assets were created using a full asset workflow, starting in 3D Studio Max to create a blockout, going to zbrush for the high poly, using xNormal for the bake and then going back to 3D Studio Max for the texturing process.
Some of these assets were technically quite challenging; the farm and rock walls for example, were a part of a "tile set", meaning they had to blend both in texture and in topology at their edges. I solved this issue by creating a blending area in both high and low poly, that is always the same at both ends of the mesh. This meant I could do anything I wanted with the rest of the mesh.
As for the effects (video at the bottom of the page), I created a number of gameplay and environment effects during my time at Larian, including some very prominent ones. To create them, I used FX Studio Designer, in combination with Larian's proprietary engine. I also created my own textures, and used the ones already present in the texture library to limit memory usage.