The following screenshots demonstrate a prototype level developed for iOS/Android, ‘kit-bashed’ from pre-existing 3d assets, translated from Maya with Filmbox for use in 3ds Max. Originally developed for PlayStation 3, my goal was to achieve a psuedo-HDR look utilizing standard 3ds materials and lights, adjusting and packing UV’s, baking lighting and shader information using mental ray render to texture, and applying the resulting 2048 super-texture to a final contiguous mesh. The environments are then ready for export into Supervillain's proprietary game engine. Unfortunately this project was cancelled and never saw the light of day beyond this proof of concept test level.
I was responsible for all environment asset assembly, lighting, and surfacing utilized in these environments.