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Fear Turret

I had to remove a few things in order for it to function upside down properly.
The colors can be easily shifted with sliders in the PSD.
1,765 faces... A little high, but I need to use it in a 45 second real as well as the game.

This was rendered in Maya Hardware on the default setting.


Workin on Fearless



Discovered how to AO things! Love it

I Love Lamp

Made in Maya rendered with Mental Rau

Fearless Concept Art

Started to work on some concept art for Fearless. I am trying to create a testing facility environment that will
mesh with heavy platforming. I will probably carry forward with something like this in 3D.

This is all painted with a Wacom tablet in Photoshop.

A Turn Around T-Poser

I drew this up for Alex's excellent animation class. I am currently modelling it out in Maya.
Looks like I spent more time on the 3/4 than anything else... haha.

Fearless

I have been working for two weeks with one of Columbia's Small Team Game Projects. The game is named Fearless, and has had a lot of work put into it, but no art.

The team wanted a sterile lab environment, similar to those found in games like Portal. I initially thought that I had a very limited amount of time to produce assets for them, so I turned them out in a hurry, using a modular technique, so they could reuse assets over and over again.

These first screen shots are from Unity after my first pass at the game. I was focusing quite a bit on quantity, because I wanted to quickly give the designers something to work with.


I then got a chance to take another stab at making some assets. Some of these pics are from Unity and some from Maya (Pretty clear which is which :)





The Fearless guys were  pleased with my work, and have recently asked me to be Art Director! 
  -Awesome-
 expect more Fearless updates here soon, as I am going to be concentrating on it a lot.




A Dynamite Box

A low poly dynamite box. Saman says it needs to be grunged up a bit. For now, consider this a BRAND NEW dynamite box. Oh yeah I made the logo stuff too... I think this just has a diffuse, no normal or spec maps.

Mercenary Pilot

I am currently working on a 3D model for a mercenary fighter pilot. This is a concept I did of how I want her to look.

Toad!

Matt Board asked us to take the old art test for Turbine Gamees. It is a Toad in 10 hours and 1000 poly's.
I did this at the beginning of the semester, and have since learned a lot of new techniques. (especially when it comes to edge flow) However, this was the first time I tried a sculpt package (MudBox), so I thought I would put it up.

Bug Blasters!

I worked with Phil, James, Myssy, and John on a game for Art of Play. It is called Bug Blasters! It is a space tower defense game. I made the environment and the turrets and John made the bugs. Some screen shots are below, but if you want to play it you can either a download it by clicking here (PC only... I think?) or visit it in the Art of Play exhibit at 916 South Wabash, Chicago IL.

This game is still very much in Beta.



Concept Work

In one of my classes we are making a level in Unity that is Space Egypt themed... I did a few quick concepts before we got started. I am not sure if any of these are going to make it in the final level.

A mummy alien emperor

















A quick macro of an anti-chamber in the main tomb:

This is what it is going to look like from the outside. I know these are a bit scribbly, but in my defense they were done extremely fast


Our team was given the name Fire Breathing Rubber Duckies,  or FBRD's (pronounced Fuh Birds) so I made a logo.


I also did some concept to establish a theme for the level. I was trying to push a circle and lines motif, but I think we are going with something else. Anyways, here is an example of that style. I did this in Illustrator.










Environment

These are some of the things I am working on in my Environment and Props class.

This first pic is of a western style house I am working on. I am allowed to use as many poly's as I want and 2048  texture maps! This would never fly for a game, but I am building it all in a modular fashion anyway, just for practice. I just started texturing, so some of it still looks a little rough. I am using physical sun and sky in Mental Ray for this quick render.













This is a rocking chair I made. The image on top was what I was told to make, and the image underneath it is what I made. I think they are pretty close! Mine is about 1000 polys. I tried to keep it low, but it turns out rocking chairs have a lot of geometry...