Nikolaos Kaltsogiannis Game Developer
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Nikolaos Kaltsogiannis Game Developer

Nikolaos Kaltsogiannis
by nickoxart on 7 Mar 2019 for Rookie Awards 2019

Here are my entry assets as a game developer student. Mostly focusing on hard surface environment, lighting, composition.

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VC Orange Express

More About The Project: https://nickoxart.com/pages/vc-orange-express

V.C Orange Express is a fan art scene based on the concept art of Bangzheng Du.

https://www.artstation.com/artwork/3RKGY

I built the scene with game development in mind. It is a real time render in UE4.

Modularity and reusability was my main focus for the assets and the character.

For the materials, I created 2 master materials with parameters.

For the outlines, I made a Post Process Shader. 

Division Blindée

The Scene is inspired by the US Army's support to the Free French Forces. Division Blindée is the French 2nd Armored Division which entered the Battle of Normandy equipped with the tanks provided by the US Army.

The Free French Army marching out of the village, early in the morning in order to enter the Battle of Normandy. I also wanted to further promote the US support to the French Army by populating the village with military assets, flyers, and flags. The village is undamaged and was used by the soldiers as a base. I also Wanted to try different techniques and pipelines as well as educate myself more about Materials, lighting, and composition. Feedback and Critique more than welcome!

The project is inspired by the US Army Support to French by providing modern weapons and tanks. I wanted to create a heavy tank instead of what was really provided to the French army.

T26E4 Super Pershing : US Army Heavy Tank

I created this heavy tank in order to use in my environment scene Division Blindée.

I used Maya for the High/Low poly modelling and UVs, Marmoset for baking, Substance designer to create some basic metal materials and painter to texture it.

More about the scene: https://nickoxart.com/pages/divisionblindee

MK2 Grenade & Crate

I created this prop to populate my scenes. I used Maya for High / Low poly modelling and UVs, Substance Painter for texturing, Marmoset for baking and Marvelous Designer for the plastic cloth cover. I made several prefab variations with and without the plastic cover. These props were used in my latest scene Division Blindée.

More about the Scene:

https://nickoxart.artstation.com/pages/divisionblindee

Operation : Desert Fox

I wanted to create a desert scene with the M26 Pershing as the focal point. I also Wanted to try different techniques and pipelines as well as educate myself more about lighting and composition. Feedback and Critique more than welcome!

More About the Project : https://nickoxart.com/pages/desertfox

M26 Pershing : US Army Heavy Tank

I created this heavy tank in order to use in my environment scene Operation: Desert Storm.

I used Maya for the High/Low poly modelling and UVs, Marmoset for baking, Substance designer to create some basic metal materials and painter to texture it.

More about the scene: https://nickoxart.com/pages/desertfox

Steel Barrel - Game Prop

A steel Barrel prop I made to use in my scenes. My goal was to create one barrel asset with different skins variety.

The Shack

Read More about the project: https://nickoxart.com/pages/the-shack

Big thanks to Unreal Engine for Choosing my Scene for their Game Jam Promo: https://twitter.com/UnrealEngine/status/992867978239709185

The Shack is a fan art project inspired by the Avatar movie.

I made the whole scene including all the 3D assets, composition, lighting etc. and tried to have a coherent art style, focusing on realism.

I also wanted to have a more technical approach when I was creating the environment and the 3D assets. The Shack was made modular in order to have as much control as possible when I was making the composition.

For the materials, I created 4 master materials with a lot of parameters for more control and speed.

VFX: Meshes and textures were made by me, the particles and water shader, as well as the waterfall, were made by Erik Forsström

https://www.artstation.com/erikforsstrom

Avatar: Link Shack

I created this mobile laboratory unit called Link Shack in the Avatar Movie, as a hero piece in my Avatar inspired scene.

I have to say a Big thanks to Unreal Engine for Choosing my Scene for their Game Jam Promo: https://twitter.com/UnrealEngine/status/992867978239709185

The Asset is completely modular for maximum flexibility when placing it in the scene.

I used Maya for the High/Low poly modelling and UVs, Marmoset for baking, Substance designer to create some basic metal materials and painter to texture it.

More about the scene: https://nickoxart.com/pages/the-shack

Beretta Pistol: PX4 Storm

PX4 Storm Beretta - Pistol with Silencer and Viridian X5L Flashlight / Laser Combo

Information

Total Polycount - 6400 Tris without Bullet / 6518 Tris with Bullet

Pistol - 4096 Tris Multiple Parts - Can be Animated

Magazine -136 Tris

Flashlight / Laser Combo - 2002 Tris

Silencer - 332 Tris

Bullet - 118 Tris *

About the Textures:

That Hitman clean look with Silver slider variation and Gold Deluxe version.

Procedural Materials Made in Substance Designer

CoDependence Day

Main Roles:

Lighting Artist / 3D Artist / Environment Artist / VFX Artist / Scrum Master.

About the Project:

This game project was made under the duration of 7 weeks from a team of 9 people.

CoDependence Day

Imagine bathing in money having servants satisfying your every need and living without a single worry in the world.

That, everyone, is unfortunately everything this game is NOT. Is your roommate taking the longest shower of her life when you reeeeally need to pee? Are you the only one cleaning the dirty floor? And what about rent? The grumpy old landlord doesn’t care about excuses. No rent, no flat.

Survive everyday life in a tiny apartment together with your roommate. Mop the floor, cook and work together as the landlord lurks around the corner.

Mondi

Download the game here: https://jonamarklund.itch.io/mondi

Main Roles:

3D Artist / Environment Artist / VFX Artist.

About the Project:

This game project was made under the duration of 4 weeks from a team of 10 people.

Mondi

Mondi can jump, but more importantly, Mondi can stick, to anything! Help Mondi escape a research facility full of danger and... Sticky, situations...

Mondi is a 3D platformer in which you take control of Mondi, a small slime who has just awoken inside of what looks like a growing vat.

It is now up to you to guide the very sticky Mondi across multiple dangerous levels, have you got what it takes to survive long enough to escape this broken down science facility?

Stylized Game Assets: Mondi

I am posting some of the props I made for the Mondi game project. I probably spend 3-6 hours per prop depending on how important the asset was. This includes: Concepting, Approval from the team's AD, High Poly & Low Poly Modeling, Texturing, Additional approval, Implementation into UE4, and testing. My process was: Start in Zbrush or Maya, make the high poly, then the low poly then the UVs and texture in painter with a custom pipeline material.

I had a very modular approach for making the meshes, where I reused bits and pieces to create more assets due to deadlines. For Ex: The vat prop is made from 15 parts, where later used to create the set dressing assets. The stool is set up in a way that we could have fast colour variations.

More About Mondi: https://nickoxart.com/projects/ydmgK?album_id=987937

Subow

You can PLAY Subow for free here: https://kvicksilv3r.itch.io/subow

Main Roles:

Character Artist / 3D Artist / Environment Artist.

About the Project:

This game project was made under the duration of 2 weeks from a team of 8 people.

Subow

Choose your character, grab your bow and jump into the arena. Fight against three other fighters and try to become the winner.

Subow is a local multiplayer brawl game where u try to throw your opponents out of the arena and earn points.


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