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.
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.
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.
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 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.
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.
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This game is still very much in Beta.
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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
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Our team was given the name Fire Breathing Rubber Duckies, or FBRD's (pronounced Fuh Birds) so I made a logo.
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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.
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...
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...

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