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.