HISTORY WILL REMEMBER In Tom Clancy’s The Division® 2, the fate of the free world is on the line. Lead a team of elite agents into a post-pandemic Washington DC to restore order and prevent the collapse of the city.
CONLEY



This was the most detailed outfit I have ever done on Division project. Huge props to the concept artist. I really enjoyed the opportunity to practice hard surface.

The amount of details and tech on the vest is very high. The shape of the helmet was also cool and interesting to work on.

If any part of the outfit has folds then instead of trying to sculpt them I would rather use a Marvelous Designer to simulate those. But if you look closely at the vest for example there are a few folds. I decided to add those in zBrush by using custom folds brushes. Because since vest is covered with a lot of tech, there are not that many folds overall. So that way I saved myself time.

Every buckle, button and etc hard surface parts was modelled in Maya or reused from our Kitbash library scene.
WEAVER



This outfit was part of the apparel event for the Halloween.

The most interesting and challenging at the same time was make the vest and the boots.
Because they both are wrapped with a bunch of ropes. For boots the challenge was only to make those on Highpoly stage. But for the vest it was more difficult because of our polycount budget. I had to think a head and plan what ropes would be baked in to the vest and what ropes should be separated to keep silhouette more interesting.

In the end I ended up almost reaching poly budget but still had a few triangles to add. No stress :)
HANDLE



This guy was very interesting to work on because of his color palette. most of this clothes is dark. I felt that I would need to highlight some areas. So that way it' not going to merge into 1 piece. That's why some part of this gear set has dark blue, light blue, dark black dark light colors. Concept artist was very happy :)

From technical side - backpack straps are mirrored, bolts on the shoulder pad and that are on the backpack only have 1 unique bolt. Every other is just a duplicate. The same goes to bullet cone part on the chest piece.

This model was the first one that I tried to render In Unreal engine. I was doing some research to find a way to make it fast and less confusing.


DEMOLITIONIST



This was the first full gear set that I did on this project.

A that point I was also the first 3D character artist of a new Division team back in 2021.

I think the pants was so cool to do, because they have so many things going on them. Different types of straps, different types of cloth. In some places, they are thin, in some thick. Zippers, belt, pockets ... gosh. I Like it :)

Shirt and vest are merged into 1 asset on this character. So in game, you can't wear a vest. Which, of course will limit your customization, but at the same time this shirt will give you a unique look.

GEAR UP


I believe that this one was of the easiest apparel suit to do. At the same time it has neckless and glasses with it. So more models to model but the gear pieces are less detailed.

My favorite part of it is the pants.
I like how the texture on them is a custom camouflage pattern with an abstract/dissolve effect applied.
So It is not just an average, generic camo that developers reuse 100 times.

On the boots, I applied a little trick. Our boots should be symmetrical. Usually, there are no problems. But this time we had a text. When I am going to mirror my boot text will also be mirrored. So what I did was I cut that part on the uv's with that text and duplicated and put it somewhere else on uv space. That way everything was mirrored except that text part.
GAMOLOGY


Gamology costume was a collaboration with a Gamology Youtube channel.

You can see the video right here - https://youtu.be/xjeeCKkQ2lY

The color palette on this costume is
making it stand out from our other gear.

Earphones on this jacket, little glowing spheres on the boots, and of course the mask! All of that makes this costume unique.

To create that mask I sculpted the base form in zBrush, then retopologyze it. After that, I imported it to zBrush again and creased all the edges. The final touch was to Divide it a few times, smooth it and add minor details.



ASSETS


Sometimes I was responsible for making a gear, assets that are not going with any of the apparel event costumes. Or I did only one stage of the development.

I think Christmas backpack was the hardest backpack of all that I did before. Visually it's not that complicated, but from the technical side it is. Because of the fur I had to go over the polybudget. And light cords was made as an alpha to save some poly's.

There are around 12 lights that are modelled. But not all of them will be having a unique colour. Only red, green and yellow. Uv of the light's are overlapped on top of each other. This was made to save some space on Uv's.

The Christmas balls and the bear are able to wiggle while players is in action, moving. Big thanks to the Technical artist.


GUNNER


Rambo was the main inspiration of this outfit.

Badass guy with a bandana on his head and an ammo belt on his pants. Because... why not?

The coolest piece of this outfit I think is his backpack. It looks very simple and yet very amusing at the same time.

On the concept there was only vertical strap that was holding that ammo box. While I was doing it I thought about that this should have another parallel strap. So visually it will add a feeling that an ammo box is tight enough to the character and it's not going to fall :)
Makenzie Meret



I believe that this one was of the easiest apparel suit to do. At the same time it has neckless and glasses with it. So more models to model but the gear pieces are less detailed.

My favorite part of it is the pants.
I like how the texture on them is a custom camouflage pattern with an abstract/dissolve effect applied.
So It is not just an average, generic camo that developers reuse 100 times.

On the boots, I applied a little trick. Our boots should be symmetrical. Usually, there are no problems. But this time we had a text. When I am going to mirror my boot text will also be mirrored. So what I did was I cut that part on the uv's with that text and duplicated and put it somewhere else on uv space. That way everything was mirrored except that text part.
COLIN



This outfit was part of the apparel event for the Halloween.

The most interesting and challenging at the same time was make the vest and the boots.
Because they both are wrapped with a bunch of ropes. For boots the challenge was only to make those on Highpoly stage. But for the vest it was more difficult because of our polycount budget. I had to think a head and plan what ropes would be baked in to the vest and what ropes should be separated to keep silhouette more interesting.

In the end I ended up almost reaching poly budget but still had a few triangles to add. No stress :)
MAIRA



This was the most detailed outfit I have ever done on Division project. Huge props to the concept artist. I really enjoyed the opportunity to practice hard surface.

The amount of details and tech on the vest is very high. The shape of the helmet was also cool and interesting to work on.

If any part of the outfit has folds then instead of trying to sculpt them I would rather use a Marvelous Designer to simulate those. But if you look closely at the vest for example there are a few folds. I decided to add those in zBrush by using custom folds brushes. Because since vest is covered with a lot of tech, there are not that many folds overall. So that way I saved myself time.

Every buckle, button and etc hard surface parts was modelled in Maya or reused from our Kitbash library scene.