

​​Charles Hadlett
BA (Hons) Computer Games Design​​
Huddersfield University
Graphic Designer, Video Editor & Web Designer


Team Project

In this render I have only added the textures from photographs I've captured myself and the lighting. The model and UV layout was made by a different member of our team.
I had tried to implement my photographs as best I could to make useable textures for the model and UV map provided. In addition, I feel I've used an appropriate balance of colour and texture as it is to be set within underground slave quarters (so its dirty/rusty/old etc...).
My role is mainly to texture and create designs for the main gun. But in addition I create 3D assets, UV unwrap, use effect simulators (i.e. water) and I provided the idea and concept behind the game.

Here is another model I've textured, like before the model and UV unwrap were done by another team member. Also the texture on the pipe is from a picture off the internet.

First Water Attempt
​Created in Maya 2013.​
Here I quickly tried to create a water effect that could maybe be used to present our ideas in our concept. Moreover, the team may use it within certain areas of out level.

Here are some screen captures of the textures I've applied to another team members model within Maya. All of the textures I've used are either from my own photographs or are rendered from Mudbox.
This scene is part of a much larger model of which I've textured fully, further screenshots will be shown below.
Textured Corridor Segments



The game is a 2.5D side scroller, that is why there is no wall and just a drop on the front side.

To the right is the diffuse texture map used upon one of the corridor segments.
I've tried to add extra details on top of the background textures to create a more unique impression of the level to the player. You can see the extra details such as the fire extinguisher panel, the grate with the 'Keep Out!' plank on top and the wooden support beam in the top right of the texture map etc.



