
Richard Larson
3D Art

The addition of the Hoonigan Pack of cars to the Forza franchise required addition of many distressed and dirty material. I made all of the "dirty" materials and textures for the update. Up until that point, the franchise had always made the cars show room clean, but that wouldn't work with the renegade attitude of the Hoonigan brand.

This Unreal render of the Frankenstein Monster. I tried do a version of the monster that is more authentic to Mary Shelley's original literature. Modeled in Max, textured in Substance Designer/Painter, and Rendered in Unreal 4.

This is a procedural chain mail material I have developed in substance. I try to set up a good base and then ask my self, as a production artist, what I would want control of, and what would make the materiel most flexible and reusable.

I really enjoyed doing all of the grimy textures and materials for the Hoonigan pack. They breathed life into the cars with the most personality in the game.

This is the Zbrush Sculpt of Don Quixote.

Flamethrower made with Substance Painter.

Example of my materials an textures on the Forza franchise.

Skin with color, pores, cells, and wrinkles.

Spruced up the vendor work on the Tesla that the vendors submitted for the Forza franchise. Did a lot of texture work and lighting.

Getting dirty. I created all of the dirty and marked up materials in the Hoonigan car pack for the Forza franchise.

Example of my materials an textures on the Forza franchise.

This is an example of some substance work I am doing. The basket texture is entirely controlled through substance. All of the surfaces on all of the basked are using the same substance with different custom inputs. The inputs include tiling, gap between weaves, under over pattern, horizontal, vertical, grain, and burnish colors, depth of the normal, and more. This allow maximum amount of variation with very little additional time per variant. It also allows for a lot more iterative control.

WIP on an alley scene I am working on in my spare time. Grunge and Industrial. Texturing is done in Substance Designer.

This is some older work on the old UDK engine, but I still like the result, especially considering the old tech.

Prop security gate.

Detail work on the Forza franchise. Vendors provided the base model but we wanted a more a more detailed looking lighting model in game with the introduction of night driving.

This is some Zbrush WIP that I have been doing. I feel that very few people make Frankenstein's monster accurately to the original literature. I have been spending a lot of time trying to recreate it from what I imagine from the text.