Hugh D McCullom Environment Artist

Welcome to my portfolio. I am an Environment Artist with a bachelor in Architecture and a bachelor in Fine Arts.

Please feel free to email me with any questions or comments.

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DreamWorks Super Star Kartz

−Worked on DreamWorks Super Star Kartz as an Environment Artist
−Created assets with Maya, textured them by hand using Photoshop, and implemented them using High Impact Games propriety engine and tools
−Worked on Multiple level world geometry and assets
-Retopoligized level Physics Geometry
-Created various FX's using modeled objects and partical systems

 

 

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Tony Hawk Shred

−Worked on Tony Hawk Shred as an Environment Artist
−Created assets with SoftImage XSI, textured them by hand using Photoshop, and implemented them using Robomodos Propriety engine and tools
−Worked with Level world geometry to increase resolution or add detail to enrich the environments

 

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Medieval Modular set

A medieval church set that I developed for use in the unity 3d engine.

 

You can see the set In action here!

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Worgen House

I developed the house from a Blizzard concept of one of the worgan homes. I painted all the textures in photo shop, created the geometry in Maya, and rendered the scene in UDK. The focus of this project was to develop a stylized piece using hand painted textures.

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Cathedral

This project was developed using a kit of modular pieces that I had developed to be used on the 128 and 256 unit grid. The lighting for the scene uses emissive textures from the windows in combination with point lights

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Jungle Temple

The landscape uses multiple reusable assets to create a lush and extensive landscape. The temples use unique and modular geometry to create more diverse silhouettes for the buildings while staying cost effective for memory. The project is in Unreal Development Kit using lightmaping rendered with global ilIumination.

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Contemporary building

The tower was developed using a simple 3 step algorithm

1. geometric form

2. twist

3. separation of glass and structure

 

The base also used a simple 3 step algorithm with different steps for creation

1. steps and floors

2. horizontal extrusion

3. separation of cars and parks

 

I then created tilable textures for the buildings various materials and imported it to Unreal Development Kit.

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