Master Chief MKV Armor | Halo Campaign Evolved

I had the pleasure of working on the MKV Chief for Halo Campaign Evolved doing modeling and texture/material work, along with some engine implementation. Chief is, of course, a large team effort. So shoutout to a variety of passionate folks who put time in on this to get it up and running in UE5, from Techart, to Art Direction and much much more. Shoutout to Duncan Shaffer for the sweet Keyart renders. Also specifically wanted to shoutout Bryan Repka for some high poly modeling on some proportion changes and redesigns that we did from the previous Halo Infinite version.

My specific work was to make the new low poly models and texture/materials that we used in UE5. While we had a version of this model in Halo Infinite, the entire low poly had to be redone for UE5 (Particularly Nanite), and our integration with Blam. The gloves and boots were completely redesigned to better serve first person view and cinematics, and some elements changed on the torso, helmet, techsuit, and all the parts that show in first person. Which resulted in completely rebuilding almost all of the low poly models from scratch.

A few parts of low poly that were partially re-used from the infinite version were the shoulderpads, the upper arm, and the upper legs. They did need some rework because of nanite and new UV/material requirements, but I used the infinite model as a starting point on those pieces. So, shoutout to the artists who worked on the Halo Infinite MKV model for laying that groundwork.

UE5 Turntable

Key Art used in Marketing - Render by Duncan Shaffer

Key Art used in Marketing - Render by Duncan Shaffer

Closeups

Closeups

Fullbody

Fullbody

In game

In game

In game - Third Person

In game - Third Person