TOBIAS MAKSEM
3D GENERAL ARTIST

Recon Last Descent
Genre
Real-Time Strategy
Team size
7 People
My Role
3D CharacterArtist
Plattform
PC
Duration
3 Months
November 2024 - February 2025
Overview
Summary
Land, build, fight, loot, extract... if you can.
After the outbreak of an ancient virus humanity was forced to flee the earth and terraform Mars to survive. Just before the terraforming is done the spaceship, which humans need to finish terraforming, breaks. It is now your task, as the player to return to earth and retrieve the parts needed to repair the ship. However, the earth isn’t what it once was. Flora and fauna have been transformed into a dangerous environment which barely resembles the world humans once knew.
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My Work as Character Artist
Enemy Unit: Spider


For this character i used the typical High Poly to Low Poly Workflow.
The Spider was sculpted and retopologised in Blender. I focused on keeping the polycount as low as possible to make sure the engine wouldn't run into any performance issues if many enemys where spawned.​
Substance Painter was used to bake and texture the model


High Poly:
171.000 Verts
baked onto
Low Poly:
1.115 Verts






Texturing in Substance Painter
Normal
Ambient Occlusion
Color
Emissive
I later on rigged and weightpainted the spider to make ingame animations.
All animations are done in Blender.
Walkcycle
Attack
Scream for support
Death
Player Unit: Recon




Low Poly mesh was used as high poly mesh for baking. 13.000 Verts
This character was hardsurface modelled in Blender.
As i kept my mesh under 15.000 Verts I decided to use it as the highpoly mesh for baking and texturing in substance painter.
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The same goes for his Sniper.
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Ambient Occlusion

Height
Color

Normal
Emissive

Roughness
Metallic
Texturing in Substance Painter
Player Unit: Fighter




Low Poly mesh was used as high poly mesh for baking. 15.000 Verts
This character was also hardsurface modelled in Blender.
I again used the low poly mesh as my high poly for baking. ​
I also added a screenshot of this unit ingame.
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Ambient Occlusion

Height

Color

Normal

Emissive


Metallic
Texturing in Substance Painter
Roughness
Player Unit: Worker and Quencher


Low Poly mesh was used as high poly mesh for baking. 5.000 Verts
This character was also hardsurface modelled in Blender.
As i kept my mesh at only 5.000 Verts I decided to use it as the highpoly mesh for baking and texturing in substance painter.
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The same goes for his the Quencher.
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The Quencher. A machine that can farm energy out of minerals. Also texturised in Substance Painter



Ambient Occlusion

Height

Color

Normal

Emissive


Metallic
Texturing in Substance Painter
Roughness