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 detail, progess shots, and the original concept.
----
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.
-----
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!
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.
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.
Sunday, March 13, 2011
A Nicer Mecca Crater Walkthrough
Now that it's spring break (well, the last day of spring break now...), I finally got a chance to get a proper walkthrough of my level from last semester together.
Quick refresher: I was responsible for the level design, set dressing, and lighting of the entire level, as well as the railings/fence, some of the signs, the garbage props, and a few building faces. Check out the stills of my meshes for a better look at what I modeled. The rest of the props were modeled by the rest of the '10 Game Art sophomore class.
Quick refresher: I was responsible for the level design, set dressing, and lighting of the entire level, as well as the railings/fence, some of the signs, the garbage props, and a few building faces. Check out the stills of my meshes for a better look at what I modeled. The rest of the props were modeled by the rest of the '10 Game Art sophomore class.
Monday, February 28, 2011
Subscribe to:
Posts (Atom)