matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/ODST_Cov_Grav_Lift.html
Halo 3: ODST - Covenant Grav Lift. Concept by Steve Chon. Vert count unknown, used a 768 main texture, and 2 tiling textures for techy parts plus an illum map. Model concept changed slightly from first image. The art director decided on a differen't look. Some additional work was done on it by Shi Kai Wang, but I was the main artist on this piece.
matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/Resume.html
Experience with Halo Engine, CryEngine 2, Unreal Engines 2 and 3, GTA 3, Vice City, and GTA IV Engines (PC), Torque 2D, Torque 3D, and the Source Engine (Half-Life 2). 3DS Max (7 - 2012). Microsoft Raid (Bug Software). Product Studio (Bug Software). Bachelor of Science, Game Design and Development. Brown College Brooklyn Center, MN. June 2005 - June 2008. Forza Motorsport 4 3D Artist 2 (Turn10/Microsoft). October 2010 August 2011. Halo: Reach 3D Contract Artist (Bungie). Prop Modeler / Environment Artist.
matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/ODST_Bridge.html
Halo 3: ODST - Uplift Reserve Bridge. Player drives over to finish level). Vert count unknown, uses existing tiling textures.
matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/REACH_Skull.html
Halo Reach - Multiplayer Skull. This was an up-rez / reconstruction from the Halo 3 asset, but I made its proportions/detail alot closer to realism. The model is 2,074 verts in-game, after smoothing group/UV Splits/Shaders. Highpoly model done in Mudbox 2011 64bit.
matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/ODST_Drone_Optics.html
Halo 3: ODST - UNSC Drone Optics Package. Cinematic/Gameplay piece collected in Hub). Concept by Dorje Bellbrook. Vert count unknown, uses a 384 diffuse/greyscale bump map, as well as 8bit alpha and glass shader.
matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/ODST_Drone_Fighter.html
Halo 3: ODST - UNSC Drone Fighter. Concepts by Dorje Bellbrook. Vert count unknown, texture size was either a 512 or 768. Uses a diffuse map, and greyscale bumpmap. This vehicle flies over in the Park Reserve map during the opening Cinematic. The player doesn't get to see it upclose. (image above was taken by glitching the map by a unknown player.). Damaged variant was also made, as pictured above after u see it crash during a cinamatic. Uses a copy of the orignial map grunged/scratched up.
matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/ODST_Highway_Barrier.html
Halo 3: ODST - Highway Barrier. Player needs to jump over to finish Highway Map). Concept by Steve Chon. Vert count unknown, uses existing tiling textures, illums and decals. Model changed slightly from concept per art directors request.
matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/ODST_Structures_Props.html
Halo 3: ODST - Uplift Reserve Structures/Props. Various Buildings/Structures/Props I worked on). All structures above were modeled/unwrapped by me. They were unwrapped to fit existing tiling textures. I was asked to create this end section to attach to the exterior walls. It also was unwrapped to fix existing textures. I also created the cranes and used existing tiling textures.
matthewlichy.com
Matthew Lichy | 3D Artist
http://www.matthewlichy.com/REACH_Comm_Display.html
Halo Reach - Cov Communication Display. This was the concept given to me (Left image). I had come up with the sides/top/interior detail myself. The model is 7,172 verts in-game (Including the destroyed mdoel), after smoothing group/UV Splits/Shaders Decals/Illum quads. HighPoly done in 3DS Max 2010 64bit.