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Sketchbook: BootScoot

polycounter lvl 12
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BootScoot polycounter lvl 12
Heya Polycount, I thought it was time to start a sketchbook. I'm Scott Pearce, known as BootScoot in these parts. I'm based in Melbourne, Australia and I've worked in games for a while now.

Here is a collection of stuff that I've worked on and am in the process of working on, most of which can be found living on my ArtStation page in some form or another. I hope to keep pushing the quality of my work so please feel free to offer feedback and suggestions.

Cheers.

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  • BootScoot
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    BootScoot polycounter lvl 12
    I completed these recently - my first dabble into the world of Modo. I wanted to test out its booleans, Mesh Fusion, Round edged shader and some of the stuff that William Vaughan had come up with: specifically his MOP Booleans kit. I'd seen work by Mathew O. and Tor Frick, and thought that Modo offered some significant time saving techniques for hard-surface modelling.

    I've used a bit of all of those techniques on these assets. I've yet to bake these down to make them game game ready, but will start that soon.
  • BootScoot
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    BootScoot polycounter lvl 12
    POWERCELL AND TRANSPORT CASE

    I finished these assets at the end of last year. Its part of a larger scene that I started work on, which is currently sitting in blocked out form on my hard drive. I wanted to tackle hard surface science fiction subject matter, and have a shot at some design work. I like the language and form of this stuff and thought it would be cool to have a shot at making something look cool and believable. These assets were intended as test assets, where I was trying to get the look of the materials and the potential colour scheme nailed down before moving on to the rest of the environment.

    This powercell and its transport case is pretty standard scifi material. My thinking behind the design was that the front end of the case would detach and then clip back into place to hold the cell. The case can be placed on its rear to make the process easier. I wanted the powercell to resemble a battery and the transport case to look heavy duty - kinda like a toolbox on roids. In designing this stuff I did a mid poly block out first, before moving onto the highpoly.

    More can be found here: Artstation



  • BootScoot
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    BootScoot polycounter lvl 12
    POWERCELL AND TRANSPORT CASE: HIGH POLY

    Just a few breakdown images of the high poly models for the powercell and its case. I made the high poly meshes with the view to bake them down to low, hence the topology and edge flow could use a bit of work. I have reworked them a bit, but there are a few n-gons and the odd tri floating around on the Sub-D meshes.

    More here: Artstation





  • WilliamVaughan
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    WilliamVaughan greentooth
    Really impressive work! 
  • BootScoot
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    BootScoot polycounter lvl 12
    Thanks William! Good to see you're hanging out here too!
  • BootScoot
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    BootScoot polycounter lvl 12
    Due to a gap in freelance projects, I finally got around to making those guitar pedal shots game ready. I decided not bake the case, as I initially modelled it to give the guitar pedals some context.
    More shots can be found on my Artstation
    Feedback welcome.
  • SideEffect
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    SideEffect polycounter lvl 20
    Those are some quality cables you got there!
  • BootScoot
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    BootScoot polycounter lvl 12
    @SideEffect Yeah - Neutrik! They don't mess around.
  • BootScoot
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    BootScoot polycounter lvl 12
    Hi, here is some work I recently did for Upsurge Studios for their client Davezillz and their game Pavlov VR.
    More can be found about the project on my Artstation

  • BootScoot
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    BootScoot polycounter lvl 12
    Hi, here is some more recent work that I did for Pavlov VR. It went live earlier this year. I was responsible for multiplayer level design and environment art. Not sure if it qualifies for being part of my sketch book, but I guess that's a technicality...



  • BootScoot
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    BootScoot polycounter lvl 12
    Well it has been a few years since I posted. Here is some more recent personal work - I'll skip some of the professional projects that I've worked on over the last few years... Anyway, with this project I wanted to do some more hard surface Sub -D modelling and tackle science fiction material. What better than yet another other bloody scifi corridor? This project sat on my hard drive for several years just existing as a blockout, inspired by one of Tor Frick's corridor pieces. Think it is was called Deck 17.  I wanted some kinda engine room to stow the powercell that I modeled up many years ago. Due to some down time because of work, I finally got the opportunity to finish it off. I completed it in March of this year. 

    Everything in this scene is scratch built, from the display UI, through to the decals used. The scene is realtime and has been put together in UE5. No nanite, but I did use lumen and raytracing. There are some more high rez shots on my artstation page, as well as a few animations and flybys. 


  • sacboi
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    sacboi godlike master sticky
    Hey very noice  =)  

    Those bevels + bakes are quite lovely and inspired by an absolute god tier subd modeler such as Tor, made my day.
  • BootScoot
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    BootScoot polycounter lvl 12
    Hey @sacboi thanks for the kind words. 
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