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Battlefield V -Al Marj

I'm happy to finally be able to share the last Map I worked on Battlefield V - Al Marj

I was part of a crew of a few member of the team from DICE LA to go on the scanning trip to Sedona, Arizona; where we captured 3D nature assets and Tileable Textures that were used in the Biome.

I have contributed to this level by capturing and processing the Libyan nature Biome (Vegetation not included), used by the World team to assemble the level.

I also was able to participate in the Biome creationg for the level, with the Guidance from Yuta Nakamura (Look Dev Director) and David Kintner (Lighting Director) Which helped me to learn a ton about color Consistency and Color balancing assets and existing content to find cohesion.

Conditions in Arizona were less than ideal for photogrammetry due to the direct sun light, so the use of the Tent came quite handy to create squared shadows to allow for capturing the assets, and Unity Delight was used to get rid of the Bounced light and Lighting/Shadows stored in the Base Color Pre-processed.

DICE Los Angeles will always have a special place in my heart! It was an Honor to have worked with that team!

Battlefield V -Al Marj

Battlefield V -Al Marj

Battlefield V -Al Marj

Battlefield V -Al Marj

Battlefield V -Al Marj

Battlefield V -Al Marj

Battlefield V - Official Summer Update Overview Trailer (2020)

Battlefield V -Al Marj

Battlefield V -Al Marj

Scanning Trip Image

Scanning Trip Image

Scanning Trip Image - Tileable Cliff Extensively used in the Level

Scanning Trip Image - Tileable Cliff Extensively used in the Level

Scanning Trip Image - Shade set up to properly scan assets in less then ideal conditions

Scanning Trip Image - Shade set up to properly scan assets in less then ideal conditions

Scanned Tileable Texture

Scanned Tileable Texture

Partial Nature Asset Biome during development Progress

Partial Nature Asset Biome during development Progress