My name is Michel Lanoie. I am a 3D artist and I currently work as an Assistant Art Director/Level Artist at Eidos Montreal.


DEUS EX: MANKIND DIVIDED | GOLEM CITY

This is the basic Housing Unit module I created to build Golem City. It measures 16m x 8m x 4m. Starting from this unit, there are hundreds of possible permutations, replacing certain sections by others that I obviously won't show here, like walls, windows, doors, airvents, roofs, and floors. I had to take into consideration to have at least 1m of height (cover system) on wall covers, windows, inside and outside, and also across door frames. I also needed at least 30cm of wall thickness for sound purposes. Doors and windows needed to have a specific size, Level Design purposes. The whole mesh could not have any section that would extrude more than 10cm from its base collision; navmesh & cover purposes. Corners had to be dead square also for the same reasons. So the thing had to be pretty flat but I tried to make it look as "not flat" as possible.

As this is a very large mesh and we can see it up close, texturing was also very complex to achieve because nothing tiles, everything is unique. The only way to have a good pixel ratio was to use the "Hybrid Assembly Line Technique". This is a method we use on DX, it takes long to do, but you save a lot on texture memory and you have an amazing pixel ratio. So what you see at the bottom right corner is a single diffuse 1024x1024 texture that I used to create 4 (16mx4m) walls, 2 (8mx4m) walls and also all of the other modules related to this one. All of those walls/modules are unique and look different from each other, using the same 1024x1024 texture I mentioned above.

DEUS EX: MANKIND DIVIDED | SWISS ALPS
DEUS EX: MANKIND DIVIDED | ANNOUNCEMENT TRAILER (GOLEM CITY - SOCIAL HUB)
DEUS EX: MANKIND DIVIDED | A CRIMINAL PAST (VISTA)
PERSONAL ARTWORK

Mechanical Rebirth

Software: 3ds max (Vray), Photoshop

The Golden Jetpack

Software: 3ds max (Vray), Photoshop

Vibrancy of the Void

Software: 3ds max (Scanline renderer and Mental Ray), Photoshop

Kingpoby's Ruins

Software: 3ds max (Scanline renderer), Combustion, Photoshop

Kingpoby's Ruins

Software: 3ds max (Scanline renderer), Combustion, Photoshop

Kingpoby's Tortured Souls

Software: 3ds max (Vray), Zbrush, Photoshop

DEUS EX: HUMAN REVOLUTION

Deus Ex: Human Revolution (Sarif Plant - Assembly Labs)
Software: Maya, Deus Ex 3 Engine, Photoshop

I worked as a Texture/Shader Artist on this level. I also did some modeling and level art.

Deus Ex: Human Revolution (Sarif Plant - Assembly Labs)
Software: 3ds max, Deus Ex 3 Engine, Photoshop

I worked as a Texture/Shader Artist on this level. I also did some modeling and level art.

Deus Ex: Human Revolution (Sarif Plant - Admin Building)
Software: 3ds max, Deus Ex 3 Engine, Photoshop

I worked as a Texture/Shader Artist on this level. I also did some modeling and level art.

Deus Ex: Human Revolution - The Missing Link (DLC) (Belltower - Cargo Ship)
Software: Maya, Deus Ex 3 Engine, Photoshop

I worked as a Texture/Shader Artist on this level.

Deus Ex: Human Revolution - The Missing Link (DLC) (Belltower - Cargo Ship)
Software: Maya, Deus Ex 3 Engine, Photoshop

I worked as a Texture/Shader Artist on this level.

 

  Copyright Michel Lanoie 2017, all rights reserved