I worked as Principal Technical Artist on Motorstorm Apocalypse. I was responsible for the vehicle production pipeline, shaders, tools, and customisation system.
I rendered the vehicles for this print ad.
Print ad vehicle render
Use of ATG graph based shaders allowed for more shader complexity to be added to MS3: Grunge, improved mud and damage, weathering, metallic paint etc.
Shader driven boost animation
Boost shader graph
Lod system
Shader preset browser and thumbnail generation tool.
Vertex Mud baking tool
Shatter tool to automate the creation of headlamp damage