James Cameron's Avatar : The Game
Various professional work 2008/2009 : Max, Zbrush, Xnormal, UVLayout, Photoshop, Nomad


Here are some of my contributions to the Avatar game project. On this project I worked as senior model/texture artist on environment props and also got to make and design several of the Na'Vi weapons.

Though this was a lisence project with a lot of provided reference materials, James Cameron encouraged us on many occasions to invent assets of our own, pending the approval of art directors. Some of these original creations are rumored to have made their way back upstream into the film as well.

*** I make no claims to ownership on the images or content below, only credit for my contributions to them ***

Beauty Shots : First some screen shots showcasing the visuals our team was able to accomplish on this project. Good work everyone!















Plant Life
Below are some plants I was assigned to model and texture, based on references provided from Weta and Lightstorm. In all cases, Zbrush was used as a primary hi-res tool to create a starting point for meshes and textures via sculpting.

 












* More images to come *



Weapons
Here are some weapons, many of which I created from concept to completion.


Insectoid Bow - I modeled and textured this bow from a design by our concept artist.
Zbrush hi-res sculpt and baked maps used in texturing. The spiked ball near the grip originally glowed orange.

* More images to come *



Structural Assets : Below are several examples of Na'Vi structures, most of which I was asked to design due to very few Na'Vi structures existing in the movie. The central design behind our Na'Vi architecture consisted of bent wood strapped together with tough leather strips. The radial patterns pop nicely out of the jungle noise for the player to identify camps.











 



Other Props
An assortment of other items I made for the game, again almost always using Zbrush sculpts as a starting point for models and texture maps.



Na'Vi thead and bone dreamcatchers - Rather than just paste a huge texture onto a single plane, the 'web' cas created with 2 tiling rope textures
mapped to several long small planes of varying angles. It could be viewed from several angles without losing a sense of volume.



Misc. ribs and bones - These were reused often and made to be easily scaled and rotated to various effect.




Rock Arches - A collection of modular rock arches consisting of very few pieces. 1 Broken arch 'root' piece, 1 half arch, and 2 full arches were used throughout.



* More images to come *