Samson: A Tyndalston Story - Faces of Tyndalston

I had the great honor to be part of the character team at Liquid Swords, together with my amazing colleagues Fredrik Ortmon and Linus Hamilton. This was an amazing experience and I will always be grateful that I had the chance to be on this team and that I was entrusted to help out creating the pipeline and characters together with my colleagues.

Since my time at the studio came to an abrupt end, I don't have screenshots of everything I made or enough material to make proper breakdowns for every piece. These screenshots are mostly from over a year ago, so I also want to make it clear that some of models may have changed.

Together with the tech art- and animation teams, we created a character art pipeline for Samson that was fully functional with Epics Metahuman in Unreal Engine. All face models were scanned by Linus Hamilton in-house and clean up, modifying, sculpting, texturing and implementation was done by all of us in the character team. We were also involved in the casting process of the face models.

As a character team, we all worked hands on with every part of the character creation process, but also had specific areas of ownership to make sure things were running smoothly. My specific area was making sure that the holistic feel of the characters was in line with the art direction of the game. At the end of my employment I was also keeping more track of the implementation inside Unreal and shaders/materials setups.

Please check out my amazing team mates:

https://www.artstation.com/fredrikortmon
https://www.artstation.com/linuscgart

In game render of NPC head.

In game render of NPC head.

In game render of NPC head.

In game render of NPC head.

High poly and albedo of NPC head.

High poly and albedo of NPC head.

High poly of NPC head created by me. Photogrammetry scan by Linus Hamilton.

High poly of NPC head created by me. Photogrammetry scan by Linus Hamilton.

In game render of NPC. A way for us to add variation to our NPC was to morph two or three heads together and add some hand sculpting. This character was for example created by using two scanned heads and some quick hand sculpted additions.

In game render of NPC. A way for us to add variation to our NPC was to morph two or three heads together and add some hand sculpting. This character was for example created by using two scanned heads and some quick hand sculpted additions.

In game render of NPC. A way for us to add variation to our NPC was to morph two or three heads together and add some hand sculpting. This character was for example created by using two scanned heads and some quick hand sculpted additions.

In game render of NPC. A way for us to add variation to our NPC was to morph two or three heads together and add some hand sculpting. This character was for example created by using two scanned heads and some quick hand sculpted additions.

The two heads I morphed to create the third.

The two heads I morphed to create the third.

Quick high poly of the morphed head, with some additional hand sculpting.

Quick high poly of the morphed head, with some additional hand sculpting.

In game render of NPC head that I created. Photogrammetry scan by Linus Hamilton.

In game render of NPC head that I created. Photogrammetry scan by Linus Hamilton.

In game render of NPC head that I made. Photogrammetry scan by Linus Hamilton.

In game render of NPC head that I made. Photogrammetry scan by Linus Hamilton.