Uncharted: The Lost Legacy...Ancient mechanical devices

This is the final gallery in my series showcasing my work on Uncharted: The Lost Legacy. This gallery showcases my work on the mechanical devices that unlocked new areas in the game when activated.

These devices were used throughout the game and so there were many variations that I textured. The high poly assets were provided by our fantastic outsource teams, I then created the multi-layered shaders for them and also re-uv'd and re-baked textures from the high poly to achieve higher resolution details. Working with these animated props presented unique challenges i'd not faced before and ensuring that they not only looked as good as possible but also retained their animation as I added additional foliage and detail was tricky. They were great fun to work on and I'm really happy to see them used throughout the game.

The foreground environment setting pictured were created by my friends: Richard Piper (textures & shaders), Santiago Gutierrez and Edgar Martinez (modelling & layout)

These images play out in sequence, showing the events as you first discover and then activate the mechanisms...

These images play out in sequence, showing the events as you first discover and then activate the mechanisms...

*The mechanisms were concepted by Robby Johnson, whose work on the project was incredible*

*The mechanisms were concepted by Robby Johnson, whose work on the project was incredible*

The broken pieces of a Shiva's axe must be reassembled to complete the puzzle...

The broken pieces of a Shiva's axe must be reassembled to complete the puzzle...

The ancient disk that controls the mechanism...

The ancient disk that controls the mechanism...

The three rings rotate independently of one and other...

The three rings rotate independently of one and other...

When completed, the mechanism flips revealing a carving of Shiva and handles that when turned, reveal new avenues for exploration...

When completed, the mechanism flips revealing a carving of Shiva and handles that when turned, reveal new avenues for exploration...

*our fantastic outsource teams sculpted the high poly meshes for these assets, I then created some variations, along with new bakes, uvs, textures and shaders for them as well as additional foliage geometry*

*our fantastic outsource teams sculpted the high poly meshes for these assets, I then created some variations, along with new bakes, uvs, textures and shaders for them as well as additional foliage geometry*

The final push...

The final push...

*As one of my final tasks on the project, I also helped to improve certain LOD meshes in the vistas. In this example I placed the foliage coverage on the mountainside and troubleshooted the blend between high and low res meshes*

*As one of my final tasks on the project, I also helped to improve certain LOD meshes in the vistas. In this example I placed the foliage coverage on the mountainside and troubleshooted the blend between high and low res meshes*

There were three main mechanisms that needed to be activated in the Western Ghats area to progress through the game, this is Ganesh's Trident mechanism...

There were three main mechanisms that needed to be activated in the Western Ghats area to progress through the game, this is Ganesh's Trident mechanism...

and finally, Parashurama's Bow mechanism...

and finally, Parashurama's Bow mechanism...