Modeled in Nevercenter Silo 2.0. 348 polygons.
In the fall of 2007, I was involved in a class project to create a mod for Unreal Tournament 2004. The mod we worked on was called High Noon. I was assigned to create first and second tier art assets for the Graveyard level. Naturally, a graveyard has to have tombstones, so I created several different types to populate the level. One of the illustrations I was given was of a massive, highly detailed, overly intricate cross. As reducing the poly count enough to repeat it dozens of times across the level would have resulted in a lot of lost detail, we compromised by deciding this would be a large, impressive, seldom-seen version. Concept art by Pablo Barriga. |