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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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ReconClose.png
FighterClose.png
WorkerClose.png
Logo.png

My Work as Character Artist

Enemy Unit: Spider

SpiderFront.png
SpiderSide.png

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

SpiderHigh.jpg
SpiderLow.jpg

High Poly:

171.000 Verts

baked onto

Low Poly:

1.115 Verts

SpiderWireframe.png
SpiderIngame.jpg
Spider_Normal_OpenGL.png
Spider_Mixed_AO.png
Spider_Base_color.png
Spider_Emissive.png

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

ReconFront.png
ReconSide.png
Recon.jpg
ReconWireframe.jpg

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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ReconRifle.png
ReconIngame.jpg
ReconWireframe.png
Recon_Mixed_AO.png
Recon_Base_color.png
Recon_Emissive.png
Recon_Metallic.png

Ambient Occlusion

Recon_Height.png

Height

Color

Recon_Normal_OpenGL.png

Normal

Emissive

Recon_Roughness.png

Roughness

Metallic

Texturing in Substance Painter

Player Unit: Fighter

FighterFront.png
FighterSide_edited.png
Fighter.jpg
Wireframe2.jpg

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.  â€‹

I also added a screenshot of this unit ingame.

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FighterIngame.jpg
FighterWireframe.png
Fighter_Mixed_AO.png

Ambient Occlusion

Fighter_Height.png

Height

Fighter_Base_color.png

Color

Fighter_Normal_OpenGL.png

Normal

Fighter_Emissive.png

Emissive

Fighter_Roughness.png
Fighter_Metallic.png

Metallic

Texturing in Substance Painter

Roughness

Player Unit: Worker and Quencher

WorkerFront.png
WorkerSide.png

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. 

​

The same goes for his the Quencher.

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Quencher.png
QuencherWireframe.png

The Quencher. A machine that can farm energy out of minerals. Also texturised in Substance Painter

WorkerWireframe.png
WorkerIngame.jpg
Fighter_Mixed_AO.png

Ambient Occlusion

Fighter_Height.png

Height

Fighter_Base_color.png

Color

Fighter_Normal_OpenGL.png

Normal

Fighter_Emissive.png

Emissive

Fighter_Roughness.png
Fighter_Metallic.png

Metallic

Texturing in Substance Painter

Roughness

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