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Matt Hunter

Environment Art Portfolio

Resumé

 

"Strange Magic" (Lucasfilm Animation).   Bog King Throne Room:  I worked  on the set dressing and modeling.  I masked off the areas that I did not work on in this animated image.
"Strange Magic" (Lucasfilm Animation).  Grassy Field:  I modeled various props in the set.  I masked off the areas that I did not work on in this animated image.
"Strange Magic" (Lucasfilm Animation).  Bog King Lair:  I worked on the set dressing and modeling.  I masked off the areas that I did not work on in this animated image.
A screenshot of a level I made using Unreal Engine 4.
Shaded shot.
Shader complexity shot.
Wireframe shot.
The grass prop I made for the level.
A car model I made in 3dsMax and Maya for fun.  It was rendered with V-Ray.
A car model I made in 3dsMax and Maya for fun.  It was rendered with V-Ray.
The breakdown of the car model I made.  These shots are for making the high resolution model.
A car model I made in 3dsMax and Maya for fun.  It was rendered with V-Ray.
The steering wheel of the car with lower resolution.
I made these props using Maya and Photoshop for the game, "Hydro Thunder Hurricane".
I made the vegetation and windmill props in this level.
I made these props using 3dsMax and Photoshop for the game, "Blue Mars".
"Blue Mars" Store Demo Level: New Venice Level: The entire team worked on this environment.  I assisted with store props.
"Blue Mars" TERC Cave Level: I worked on the environment art for this level, including modeling, texturing, UVs, lighting, terrain, sound tagging, sectoring, collision, and PFX.
"Blue Mars" Museum Demo Level: I worked with the lead environment artist and architecture modeler to rush this level out in two days for an investor.  I assisted with UVs, various textures, shaders, lighting, collision, and environment asset migration.
"Blue Mars" New Venice Level: The entire team worked on this environment.  I assisted with UVs, various textures, terrain, collision, and asset migration.
"Star Wars: Imperial Academy" Cloud City Level: I did engine research and documentation in the early stages of this project development.  I built the central chamber for this level from BSP and assisted with various textures.
I worked with the lead designer, a prop modeler, and a texture artist for this level.  I polished the BSP design of the level and added new BSP areas, set up sectoring, lighting, placed all of the props, collision, and worked on various props and textures for this unreleased game, "Project Octopus".
A violin model I made in Maya for fun.  It was rendered with Renderman and textured with Mudbox and Photoshop.
The violin wireframe from multiple angles.
A periscope model I made in 3dsMax for fun.  It was rendered with V-Ray.
A periscope model I made in 3dsMax for fun.  It was rendered with V-Ray.
A column model I made in Maya for fun.  It was rendered with V-Ray.

 

Resumé

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