Final Form - Additional Environments

Some additional environments we created for an earlier version of the unreleased "FInal Form" project. Unlike the battleground environments, which re-used a number of elements from the original outsourced scenes, these scenes were built completely from scratch. I set up the cameras and did the scene layout and environment art/worldbuilding, as well as some lighting, and myself and Alexander Martin created the various assets needed. Additional lighting was done by Marc Toscano and Tony Alexander, and VFX was done by Mateo Gil Rios.
Additional credit to George Varodi, the art director and concept artist, and to Paul LaSalle for the Final Form logo design.

The Final Form title scene - hands down one of my favorite shots. Responsible for camera, blocking, layout/composition, asset placement, modeling/texturing/materials for the central obelisk structure, foreground terrain/lava materials, and planet textures

Scene at the base of the obelisk for a special in game event. Responsible for camera, adjusting composition from the title scene to better fit perspective, obelisk model/textures/materials, supervising additional asset creation, and lighting/atmosphere.

"Evolution" scene at the top of the obelisk. Responsible for initial camera setup, layout/composition, sculpting/texturing/materials for the towers and top center card holder, and planet textures.

"Evolution" scene at the top of the obelisk. Responsible for initial camera setup, layout/composition, sculpting/texturing/materials for the towers and top center card holder, and planet textures.

"Evolution" scene at the top of the obelisk. Responsible for initial camera setup, layout/composition, sculpting/texturing/materials for the towers and top center card holder, and planet textures.

"Evolution" scene at the top of the obelisk. Responsible for initial camera setup, layout/composition, sculpting/texturing/materials for the towers and top center card holder, and planet textures.

central card holder for the "Evolution" scene - sculpted in Zbrush and textured in Substance Painter

central card holder for the "Evolution" scene - sculpted in Zbrush and textured in Substance Painter

"Evolution" towers - sculpted in Zbrush, textured in Substance Painter. With the lighting in the scene, the goal was not to create a highly detailed texture, but rather to emphasize the blood shapes and ensure they would still be visible in the scene.

"Evolution" towers - sculpted in Zbrush, textured in Substance Painter. With the lighting in the scene, the goal was not to create a highly detailed texture, but rather to emphasize the blood shapes and ensure they would still be visible in the scene.

Scene we put together to test out a concept of an occult themed deck building table. I set up the camera, composed and lit the scene, modeled and textured the table and card slots, modeled and textured the claws, and textured the skull.

Scene we put together to test out a concept of an occult themed deck building table. I set up the camera, composed and lit the scene, modeled and textured the table and card slots, modeled and textured the claws, and textured the skull.

Claws for the "Deck Building" scene - sculpted in Zbrush, textured in Substance Painter

Claws for the "Deck Building" scene - sculpted in Zbrush, textured in Substance Painter

Deck building assets. I modified an existing skull model in zbrush, adjusting scale, adding the holes and additional cracks, and then textured it in Painter. The table was sculpted in zbrush, and added additional details during the texture pass in Painter

Deck building assets. I modified an existing skull model in zbrush, adjusting scale, adding the holes and additional cracks, and then textured it in Painter. The table was sculpted in zbrush, and added additional details during the texture pass in Painter