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.


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

Lip Synch practice. :D

Heavy Lift

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

Friday, June 19, 2009


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

Thursday, May 28, 2009

Environment First Pass

Here's a first pass at the environment I'll be working on. For the moment, its just a structural layout. I'm going to start designing props and elements soon.

I tossed some gray onto the first image so the line art alone isn't so blinding. I'll be doing a greyscale and color comps shortly.

Wednesday, May 20, 2009

Look Before you Leap!

The idea behind this sample is that the character is charging into a brawl, but his gusto turns into immediate regret as someone flings a block at his head.

low poly liniage sword

Monday, May 4, 2009

GUI Console

GUI Console

Modeled and textured from scratch. Based off pre-existing concept sketch.

Friday, April 17, 2009

low poly assets

1110 tris, 1024 diffuse, spec, and normals

Thursday, April 16, 2009

low poly speed-modelling

A low poly utility/powerbox.
About 4-5 hours of work. 568 tris. 1024x1024 diffuse,spec, and normal maps.

Thursday, March 26, 2009

Ol Jasper demo

Here's a video spotlight of Jasper's phasing so far. The walk cycle needs a lot of work, but its mainly there to demonstrate the rigging.

Thursday, March 5, 2009

dry erase board sketching

sketched this on a dry erase board while waiting for a fellow classmate to finish class.

just a regular square tipped expo marker. This isn't really supposed to be a specific kind of fish or koi, just something swimming through my head at the moment. :p

Friday, February 6, 2009

Zbrushing with color

About an hour and a half of painting color in Zbrush.
All scratch, no refference, no custom brushes.