Name: Cameron Kerby
Callsign: [HWK]Kerbstomp
Favorite Mech: Reaper
Favorite Map: [background=white]REDACTED[/font]
Role on HAWKEN: 3D Artist
So, you do art in 3D_ How does that work_
Usually one of our concept artists dreams up something awesome, and then it’s up to me to create it in 3D. That means I’m modeling and texturing (by applying texture maps) stuff like mechs, weapons, and other items you see in the game. I use Autodesk Maya for modeling, and I texture using Photoshop. The assets I make usually are first modeled “high poly” with as much detail as possible.
We have a large model library of mechanical parts to help this process. Things like hoses, pistons, and engine parts don’t need to be made from scratch every time. I custom make the big shapes, like torsos and unique body panels, but the smaller stuff such as arms and joints I usually just borrow models from the library and jam them in somewhere. This process is known as "kitbashing"; using an old model in a new way to create something new. Once the high-detail model is finished, I use it to “bake” the detail onto a lower poly model by creating a normal map texture. Even though the game model contains only a fraction of the geometry the high-poly one has, the normal map creates an illusion of complexity.
This is the model that will actually make it into the game. From there I’ll create the diffuse and specular textures using a combination of photos and painting. That’s where I’ll add paint, dirt, weathering, and damage.
English translation: Sorcery.
Lately I’ve been doing most of the drones and thrusters for the new mechs. I’ve improved my techniques a lot over the past year so I’m pretty proud of those, specifically the texturing and how the light plays off the surfaces. Check it out next time you stop to heal!
What got you started in video games_
Games have pretty much always been part of my life and hobbies. I started playing as a kid and kept up with it throughout my adolescence. Naturally, I went to school for Computer Animation with my sights set on the game industry. Hawken is actually the first legit game I’ve worked on. I had trouble finding work for a couple of years after graduating. It’s just the nature of our industry right now unfortunately. I worked on a couple of mods, and my day job was working for IDV, who develops Speedtree, a real-time software for creating trees and vegetation. The software comes with a large library of foliage that I contributed to a good bit. You’ll probably be seeing my trees in a lot of your favorite games for years to come!
When Adhesive first showed off HAWKEN back in 2011, I was immediately captivated. I quickly contacted them and learned that it had no funding at the time. Everyone was working for free! That was something I was already familiar with, so I gladly accepted the opportunity to contribute. About six months later funding was acquired, Meteor was formed, and I was offered a fulltime position. My wife and I sold everything we couldn’t fit in our car and drove across the country! I’ve been here a little over a year now. I couldn’t be happier.
Finally, and most importantly, what's your favorite movie with a mech in it_
District 9! The imagery in that film is just amazing.
Team HAWKEN thanks Cameron for bringing his talent (and his family) across the country to work with us. You can find [HWK]Kerbstomp in our forums on occasion, if you see him don't hesitate to say hello!
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