On Call to Arms I worked on a variety of 3D tasks including modelling, texturing, shading, rigging and animating. Below are a variety of assets created for the game (and a few different iterations of them) along with some explanations of what I worked on.
At the beginning of the project I was the sole 3D artist and was responsible for establishing the initial modelling and texturing style for our assets. These sample assets, along with documentation I created, were then sent to outsourcing. Because of an extremely accelerated schedule I knew I needed a way I could quickly insure texturing consistency between all of our outsourced assets. To solve this I created a library of materials (wood, metal, concrete, etc) that utilized a single "Color Atlas" map to control the color of our materials. This made insuring consistency of outsourced assets much easier, as we were not wrangling hundreds of different texture maps, just a centralized material library. This also allowed us to change colors and patterns on all of our assets instantly by simply editing the Color Atlas map. I also reviewed and fixed modelling, UVs and scene setup on assets that we got back from outsourcing to insure quality and consistency.
** All assets on this page (with the exception of the animated mint and oil pumpjack at the bottom) were modelled by me. **
I modelled these assets as well as modified our existing materials to add burn damage that is controlled by vertex colors to create the damage states without having to create unique texture maps for each state.
I also had the chance to rig and animate a few buildings for the game.