Folio Friday - Matthew Carranza
This week we would like to introduce you to the fantastic work of 3D environmental artist Matthew Carranza. At Obsidian, Matthew has built a number of buildings and props for Armored Warfare. Players of Armored Warfare will recognize many environment pieces from the Reactor map, the Dam to the north and the Village buildings to the east. Matthew modeled and textured the village using 3dsMax, photoshop, and Quixel. In addition to the fantastic environments and stunning texture work in Armored warfare, Matt worked on the Mos Eisley Cantina scene with fellow Obsidian Artists. We were able to talk to Matt about his work:
What did you contribute to the Mos Eisley Cantina Scene?
I worked on the scrap junk pile outside of the cantina, some small fruit stands that are kind scattered throughout the scene, the instruments inside the cantina, and of course, R2D2 and R5D4.
What was the best part of working on the Cantina Scene?
The best part of working on the Cantina Scene was the research. I spent a fair amount of time looking at how the instruments were constructed and what they were made from. Most of the time you can find out the real-world object that the piece was made from but the instruments had me guessing the entire time. And, of course, I had the musical stylings of Figrin D'an and the Modal Nodes blasting in my headphones the entire time.
What is your favorite thing about working as a 3D environmental artist?
I love being able to make the world that players roam around in. It's a very special thing, to create environments that nobody else has seen before. My favorite part is when I see the environment start to take shape. It's the moment when all of the placeholders and gray boxes are replaced with stuff I've made and I get to see how everything is tied together in the world. It motivates me further to keep reaching a finished scene.
What's your favorite part of your job? What is the biggest payoff?
My favorite part of being at Obsidian is the people I work with. I think it's great when you can have conversations about stuff that brings out your inner fanboy. The biggest payoff is getting to show off all of my hard work to friends and family. I guess it's a way of proving to them that I don't just sit around and play games all day.
Do you have any advice for incoming artists?
My advice for incoming artists is to keep making stuff on the side in your free time utilizing new tools and tech. It makes you much more valuable to a studio and gets you in the mindset that there will always be something new to learn.