Thursday, September 29, 2011

Still Life

Next 3D project! A still life... not quite as exciting as an environment, but I had a lot of fun with materials and actually am very proud of this one.



A few changes that need to be made before it's portfolio ready, but for now onto the next project!

Tuesday, September 20, 2011

Apocalypse Concepts

A Game Design project, sort of a practice in concepting and speed painting.
The assignment was to choose a location, and then put it through an apocalypse that we were assigned. I started with Venice, and was assigned a tsunami.

The end results were two paintings: one depicting Venice ten years after it's apocalypse, and one at least a hundred years after, when humans have started repopulating (or, in my case, visiting or fishing around) the area.





Saturday, September 3, 2011

Freeway Modular Kit

Back to school! Also, made a second blog to use for portfolio stuff, which means this blog can get less stuffy and important now. ASLFKAJLKFJF. There, unofficial blog.

The first assignment for my 3D class this semester was to create a modular construction kit, and then use those pieces to make a couple of different environments. I decided to create a freeway kit, and here's how it turned out:









Along with some additional decals and the like, the whole kit is about 2500 tris and aroooound three and a half 2048 texture maps. Excited about how quickly this class is moving along! (But also scared, two weeks for a project, aaaahhhh).

Friday, May 13, 2011

Character Animations

The last bit of the character project (for now, anyway), was animating her. I ended up with two cycles: an idle and a walk. Pretty heroic.







Wednesday, April 27, 2011

Sophomore Year Post-Mortem

Just wanted to compile some of the stuff I'm most proud of from this year.
Remember that you can click on the images to enlarge them!





High res character sculpt, made in ZBrush with a little help from Maya.




And the same character, low res. 11,934 triangles (our limit was 12,000), and three 2048 texture maps (also the limit). Modeled in Maya, then put together and rendered in Unreal Development Kit.


Scroll down to the older stuff or check out these links for more in-progress and detail on the character model: Face detailprogess shots, and the original concept.





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Game environment, based off of a classmate's concept and using assets shared by the entire class.  The assets made by me were several of the signs, the railings/fence, the garbage, and a set of building pieces, as well as any extra things that needed to be thrown in.







It's so tough to show off an environment without the ability to actually walk through it yourself, but these are some screenshots showing off my assets, which are:





This project is definitely the one I am the most proud of this year. There's just something so completely exciting to me about creating an actual space that someone can explore!
Scroll down or check out these links for more environments: more screenshots, and another camera move, as well as some concepts.





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And finally, well, I didn't get a lot of drawing done this year, particularly this semester (don't even get me started on how excited for the Drawing for Game Art class next semester I am), but I'm still very proud of this painting. 
This was an illustration of a mechanic from Chess: the movement of the knight piece, which can jump over other pieces. I sure spent a lot of time with that game last semester.






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Well, it's been a crazy, knowledge-packed, insane mess of a year. Bring on Junior year!

Thursday, April 7, 2011

Pilot Low-Poly

She's back! Now in under 12,000 triangles!
I also noodled with her face a bit more since last time:





I was more interested in getting the model to look like the high res version than I was making it as low res as possible... so I tried to maker her as expensive as I was allowed (which, in this case, was 12,000 triangles and three 2048 texture maps). Very satisfied.

Now it's time to rig and animate her!

Painting Process

In Game Design, we've been working on building a 2D platformer level for a couple months. AND as part of that, we've been working on an illustration of an "iconic moment" from the level.  Thought it might be interesting to put up my work process, so here you go!

The scene is when the boss appears... a horrible gooey lava monster.



Thumbnails and sketches I like to do in photoshop, mostly because it's so familiar and easy to get ideas out quickly.






And then I paint in Corel Painter.