Wednesday, September 14, 2011

Wednesday, December 22, 2010

slow progress


Its hard to find time outside of work and home life to find free time, but I managed to find a bit tonight!

Finished low poly, unwrap, and bakes for my sci-fi tech Pillar:

Tuesday, December 7, 2010

Cephalopod Love






This started out as a scribbly figure practice, then I moved it into a lighting practice, and realized it was gaining too much polish to warrant tossing it in the "bin of scribbly scraps, so I started to polish it. ...then it felt awfully boring, even if only a simple figure practice, so I added the octopus. ... How we ended up here, the world may never know.... I'm putting a stop to this before i put any more time into what was supposed to be a test.

Saturday, October 2, 2010

High Poly Pillar



Found some free hours!
I feel pretty satisfied with this high-poly. Time to move onto other things. To bake or not to bake? ...well. I will bake it down, but perhaps I'll use my next bit of free time to start concepting other new pieces. Time will tell.

Saturday, September 25, 2010

Modular Pillar Concept




As I work on the environment mentioned in previous posts, I will be concepting and creating much of it from scratch to generate a full environment.

Since i will be reusing this asset occasionally to break up large walls, I will likely remove the small screen on the 3D model, and instead, create separate geometry that can be applied to only one or two of these. The back area with the repeating circular shapes represents the area that wall geometry will connect, so in the final 3D environment, these likely won't be visible.

Critiques are welcome.

Sunday, September 12, 2010

Progress

UDK Work in Progress
[updated]:

"Curbs" (the edge-pieces) have been modeled, unwrapped, baked, and imported.



Some time ago (before I graduated) I started an environment (see here)

Since then a lot happened. That project hit a very long stand-still as i was busy with graduation, life, and my new career as an artist at Buzz Monkey Software.

However, I've recently been able to find some free time and I've decided to return to this.

Here's a peek at some progress:

This shot realtime from UDK. As you can see, i've completed low poly models for a few assets along with bakes and unwraps. Textures and many, many more assets to come. Lighting is very much temporary right now.

Tuesday, June 22, 2010

Time to paint




edit:
tweaked colors. Last one was WAY oversaturated. Still trying to get my monitor and photoshop to calibrate

Monday, April 12, 2010

Monkeying around

A quick draw/cleanup/color before a trip!

Thursday, February 25, 2010

what I'm working on

I've decided to base my next project on a concept done by jubjubjedi of DeviantArt.

Because part of the interest of the piece stems from its 2-point perspective, I am going to incorporate the look of 2-point elements into my interpretation of their design. I will also be scalling/re-proportioning a few things to work well in true 3D space.

I haven't had much time to poke at this yet, but here is some early progress:

Friday, February 19, 2010

Entry to the Catacomb City

Presented in-game.
Direct Screenshot from Unreal Engine 3.

Saturday, February 6, 2010

Parrot's Beak Cove/ Belly of the Beast

A quick video flythrough of the Freerealms prototype environment that I worked on.
This project was overseen by Sony Online Entertainment, and presented to them with exceptional review. The goal of the project was to create multiple nodes in the style of the free online children's game: Freerealms (http://freerealms.com).
It was an interesting experience creating stylized assets and environments rather than realistic versions.

Thursday, December 24, 2009

Steel Faery




I was going to put her on the arm of a giant mech, but...nah. I think this was a better idea.

Tuesday, December 22, 2009

Unearthly Eatery Environment

Presented in Unreal Engine: Direct screenshot from game.




I Concepted, modeled, textured, placed, and lit the buildings, props, skydome, and smoke effects.

Credit and thanks to Jacob Norris for our grass alpha-cards.

Saturday, December 5, 2009

Vehemence progress

Dumping progress here. This has become a team project. Here is some of my work on realizing my previous environment concept into a game ready environment:


Saturday, November 7, 2009

Vehemence: END GAME edition

As time passed and the critiques flowed in, I decided to shape my concept more towards an "End Game" scenario. I reconcepted the twin towers in the back, and added a massive fissure leading from the refinery, steam pouring from the site of its meltdown; slum homes falling into the ground. The Vagabond's Aircab home and town eatery sit on slanted chunks of the land, tilting toward a foggy-green-fate.

Wednesday, October 21, 2009

VEHEMENCE -concept


Another time, another place.

There was once a small town, poor and simple. The people lived in peace with each other, despite their lack of money, and struggle to survive.

The town hungered…
…Until one day.

The townspeople found Vehemence, an organic material which can be refined into a power source. The news spread quickly, and the forces of government opted to build a refinery in the slum.
The structure towered over the town. The citizens were offered employment at the refinery, which they accepted hastily.
They were paid only enough to maintain a livable poverty.

But one day, the Vehemence source dried up.

The refinery shut down. The people lost their small income, and were left with the abandoned structure at the heart of their town, and unusable, broken down transport ships and debris littered across the streets.


Scene:

the town has been overtaken by nature. A massive structure looms over an abandoned aircab. Left rusted and wrecked, a vagabond now uses the shell of the ship as a shelter.
The makeshift home is adorned with scavenged amenities and found goods.
The plants have been held back by the vagabond as much as possible, but they have begun to creep onto the dwelling.

Thursday, October 8, 2009

Friday, September 25, 2009

AC: Great Tree




re-optimised and re-unwrapped, retextured and added foliage.

Wednesday, September 23, 2009

Alchemist's Catacomb's progress updates


More work from the environment I'm piecing together






Sunday, September 20, 2009

AC: shrine


this will be attached to/ behind the stairs, there will be candles and scrolls inside the inset, and a waterfall will flow over the top.

Alchemist Catacombs: Dock WIP


quick shot of the dock in engine. Decided to break it down a bit. more to come

Thursday, July 30, 2009

The Alchemist's Catacombs: Lamp and Diverter



Assets completed thus far for the environment I'm working on.

Pet Accessories Vendor

A concept for the node I'm designing for FreeRealms

Friday, June 26, 2009

What I got for Christmas

video

Lip Synch practice. :D

Heavy Lift

Needed to do a heavy lift animation.
Thought I'd have some fun with it.


video

Friday, June 19, 2009

Time-Machine


Here's the Time Machine I've been working on for about 2 days now. I built it from a reference, which I believe is from the original The Time Machine movie. I began a texture, but after deciding to add more detail to the model, I have opted to redo it. Diffuse, Spec, and High-low bake are on the way!

Thursday, June 4, 2009