Thursday, December 8, 2011

Fantastic Environment

Last 3D project of the semester done! Winter break almost here! Almoooost theeeeere....

You may remember some nice concept art that I did for this project. Well that idea got mostly scrapped and I went with a new one! The assignment is still the same though: create an environment in the style of an existing game (still Uncharted 2). We wanted to take our environment somewhere that Uncharted had never been before (unlike my concept art), and ended up with some Chinese myths about the Tree of Life and islands were gods live and the like.

Blah blah blah. Have some pictures!






I worked with Max Golosiy on this project, again. The temple area that you see in the last screenshot is his area, although we shared a LOT of small assets this time around. I think that helped to make the setdressing much better and more realistically populated... easier to keep everything cohesive as well.

But here's some of the big important props I made for my area:







Onto second semester! Characters awwwww yessssss!!

Monday, December 5, 2011

Other Drawing Things

So after that last boss assignment, my drawing class has been pretty chill with these nice, one-day assignments, and it is LOVELY. Anyway, here's some of the stuff it's churned out:



Caricatures of my classmates...





And some "turret" designs... although I took them in a kind of silly direction.

Yeti Monster Design

Another drawing class assignment! This time I was creating a design for a "boss" character, who'll I'll model next semester. Honestly, I really love how much of this class is devoted to preparing for OTHER classes. I guess it's just so much easier to work on a project when I know that it's going to benefit other projects... although, maybe I just feel that way because drawing all the time makes me happy. O:


Anyway.
Started off with some thumbs



And refined a few designs. Still pretty fond of some of these designs, might have to come back to them. Especially that alien lady, I can already imagine the slick gooey subsurface scattered material all that flesh would be. Eeee.


But anyway, ended up going with that fuzzy guy in the top right. Looking back, I can't believe how much he changed over a month:




Anway, here's the final designs I ended up with. In my efforts to make sure he would be interesting to model, I think I may have set my scope pretty high... good thing I'm so excited about making this guy that things like scope don't really matter. C:





Wednesday, November 2, 2011

Realistic 3D Environment

Hello! Here's my latest project, the cause of much sadness and sleep deprivation over the last month. A realistic environment, based off of the art style of an existing game (same as the fantasy concept I blogged last time). This time the game was Assassin's Creed 2.

The entire environment included a cathedral cloister and chapter house. I worked on it with a certain Max Golosiy: I did mostly the interior and he did mostly the exterior. Anyway anyway anyway, here are some shots of my area:




(basically the things Max made in here are the scaffolding and props like bricks and boards and barrels)


I definitely need to plug in another weekend to get this really top notch for my portfolio.
It's close, but I know I can take this one further. c:

Thursday, October 27, 2011

Fantasy Environment Concepts

A bit of prepro for a 3D project coming up, done in my Drawing for Games class. I've never had so much time to work on the prepro for a project before, this is gonna be soooooo helpful.


Starting off with some thumbnails. The assignment is to create a fantasy-style environment based on an existing game, and the game I'm trying to mimic is Uncharted 2. So I tried to doodle lots of ruins, forgotten places, real-but-slightly-magical places... also a Kathmandu-ish environment or two.






Then picked a few and pushed them a bit further...



Started roughing out some ideas for color...





And finally ended up with this final concept. Looking back, I'm pretty fond of a lot of the designs I was playing with... but this one seems the most feasible to model, and probably the most dramatic and exciting.



Look out for the 3D version in December! c:

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!