Sunday, September 26, 2010

Final Turn IN: Vladislav Hall



Here's my final turn in screen shot. This, like many projects, I feel never got finished...merely got torn from my hands before I could finish it.

Assets modeled in Maya, textures done in PS CS5, and placed and lit in Unreal Development Kit(UDK). I'm going to spend more time working on it for personal reasons. Wish me luck :)

Tuesday, September 14, 2010

Vladislav Hall WIP Lighting



Here's a shot where I was playing with the lighting, going to ask my instructor what he thinks :)

Monday, September 13, 2010

Vladislav Hall WIP




Well, here is the start to my environment for this month. I'm still in the process working on my normal maps, but its going great so far. Overcame the epic obstacle of that god forsaken ceiling detail, thanks to a certain man in my life :) It was a lot easier than I thought it would be. And now I'm off to finish the normal stuff for turn in. Enjoy!

Friday, August 20, 2010

Texturing Progress



Here is my texturing progress thus far on the crypt. Due to minor set backs, I still don't have it all done. I will be working all tomorrow it looks like ^_^

Thursday, August 19, 2010

Window View



Here's an up close picture of the altar window, textured.
Enjoy :)

Tuesday, August 17, 2010

Low Poly Project #2 WIP



Here's the second low poly project, a structural piece. I chose a door cause it looked cool and eventually for fun I'm going to be making a super awesome kismet door...hopefully next month. Enjoy

Friday, August 13, 2010

Critique Day 1





Here is what I will be turning in for the first critique day this month. All assets modeled with UV's and a basic lighting scheme.
All assets are placed in UDK, with basic flat grey material applied so no bounce light will mess up my lighting. Below is the picture from which I'm basing the scene off of.The picture is of St. Mary crypt in Lastingham. Enjoy :)

Monday, August 9, 2010

Low Poly Project #1 WIP



I made this during Lab tonight. Its one of 3 low poly projects we have during the month on top of our project. This first one is
a Melee weapon, and I made a Rune Staff. Enjoy :)

224 Tris, and a hand painted 256x256 texture.
Not quite done texturing it though.

Friday, July 30, 2010

Freya Textured




Well, here she is. The model I turned in for this month, though I know I have much to improve on I'm happy with how this came out.

Wednesday, July 28, 2010

Game Resolution Freya



Here is my low resolution Freya model. Our poly limit was 10k and she is sitting at 8,580. Double W00t!
Now all I have left is UV's and Texturing. I'll post the finished model textures and all on friday.

Zbrush Hi-Poly Model Freya




Here is my Hi-poly Sculpt from ZBrush for my Freya model. W00t!!! now I just gotta go turn it in^_^
I feel good about this month.

Tuesday, July 13, 2010

Freya



Here is the finished character sheet for my character for my class this month. Its gonna be FUN! :)

Thursday, July 1, 2010

AGC...Round 2!



So I'm back in AGC, which is understandable. They've changed the projects up a whole bunch, and this time. The first project is a "fan piece" and we could do any character, so long as it was in a video game. Lucario I choose YOU!....pun aside, I chose to do the pokemon, Lucario. Here is the model and base texture I have so far, as well as the poly count. The limit is 2000, and I'm at 1664. W00t. Enjoy.

Saturday, June 26, 2010

Random Egypt Level!



So last night between 9pm and 4:30 AM I was at school to help my team mates for our actual level, but I wasn't really needed....so in my spare time I made this. The statue was something else I made during the month by itself, and the rest of the statics in the scene are assets I made for my teams level and the BSP textures(the floor and wall textures) are tiling textures I made at the start of the night. All assets and textures withing this level were created by me during the month or last night. I also lit it and added the slightly yellow post process volume to give it the ancient temple feel. The particles and lights all move and flicker...but I can't show that in a still picture.I had a lot of fun with this last night and I hope you enjoy :)

Thursday, June 17, 2010

Asset 3 : Pillar



Here is my asset sheet for my pillar in that level clipping I previously posted. For those who don't know how exactly a game engine or 3D program works, I'll explain from left to right top to bottom. and those of you who do know can skip to the next paragraph or simply gaze at the picture. Left top is the in game model, what the asset looks like while you're playing the game. Next to it is a Diffuse Map, or color map. The term has recently been switching around so I decided to use both. Its what your asset will basically look like. Next to that is the Specular map, which basically tells you what places are going to be shiny, how shiny, and what color shine its going to have. Then, next to that, is the Normal Map. The normal map is an RGB image that basically lets the computer read depth on the object. It won't actually give depth TO the object but it will cause the illusion that it has that depth. On the bottom left is the material set up for this asset in the UDK engine. This is how the engine knows what maps do what, and if they get masked off, and how to read them. There is also where you add cool effects like glowing and distortion if you want to. And last but not least is the Height map. This is simply how I generated my normal map in Photo Shop with the Nvidia Normal Map filter. I hope you now get the basic idea of why I needed these for turn, if not feel free to ask.

I generated my normal, specular, and height map in Photo Shop using different filters and layers to get the look I wanted. Due to the fact my Diffuse/Color map had so much detail I felt it was better to generate it in photoshop rather than ZBrush so that all my dents and bumps would match up exactly.

Thanks for looking and I hope you enjoyed the technical side of my Pillar

Structural Assets



Today was Individual C turn in. We had to have our 4 structural assets completed, with full texture maps in Unreal Development Kit(UDK). I thought it was due this morning so I freaked out getting it all done last night, to find out towards the end of an open lab that it wasn't due until after lab today. So I had a whole 4 hour lab to polish these assets up and they still feel unfinished to me. This isn't part of our level or anything, this picture I took at home simply placing my assets over the BSP surface of the bare level, and throwing a couple point lights in the game. The floor and ceiling textures though ARE from our level and I by no means did them. The floor and ceiling textures were done by my team member Dinesh Nannapaneni. Thanks Dinesh for being an awesome texture artist for our level :) For our level I am the Technical artist, so sadly I most likely won't be showing you my work on our level until I figure out how to make movies from the screen. I'll post a couple of my asset sheets in a moment to show you how these static meshes are set up in the UDK engine.
Individual C turn in completed... BWUAHAHAHA ^_^ and now for Beta turn in on saturday morning.

Tuesday, June 8, 2010

Decorative Turn in




Here are the first couple of assets for LDE this month. Still have some texture and UV work to do. The Tree needs UV work, the lamp is too colorful. The colorful lamp thing is going to have logs and fire in it. There is going to be more trees and vines for our level. These are in unreal with basic materials applied.

Light Practical (lamp thingy) - 1768 tris
Tree - 768 tris

Saturday, May 29, 2010

Entrobi Turn In



Well, I know I still have A LOT to do on the textures, and I plan to work on them a little bit this weekend but this is what I ended up turning in due to the lack of time to continue working on it. Turn in was noon yesterday ,and I wish I had lots more time than what I did to make it look 10 times more awesome. I might also work on a walk cycle cause I had to rig it for one of my other classes. I animated an Idle cycle but didn't turn out how I wanted . I'm just full of awesome this week>.<. Hope you like :P

Saturday, May 22, 2010

Tribes



Here are the different colors of the four major tribes. Different characters from said tribes will shortly follow.

Wednesday, May 19, 2010

Kor




Here is the warrior picture, done today in photoshop. The red on his mask indicates that he is from the same clan as the priestess.
Sometime soon I want to flesh out the clan systems and names. for now its all just color coded. Gonna probably try and draw the ranger/hunter next. :)

Tuesday, May 18, 2010

Doridae



Done in photo shop testing out my new tablet. Haven't really done my characters in any kind of environment before.
This is a humanoid from the same jungle as the Entrobi and Yelt. She is a high priestess within her clan. Tomorrow or the next day
I'll try and draw a warrior from the same clan.

Saturday, May 15, 2010

Evolve CG!



Here are beginnings of a concept I'm going to start working on...just a rough out with black and and white. Inspired by Kekai Kotaki. I was at Evolve CG today and one of the "lectures" I went to was on concept art and he was the one speaking. He is an AMAZING concept artist and I learned a lot about his work flow and I'm going to test it out in my free time.

Thursday, May 13, 2010

Yelt

Okay, so I drew an herbivore creature...So now, I decided to draw a predator from the same environment. A nocturnal, feline, pack hunting predator. The Yelt is a small cat like creature that has 6 radial claws on the front paws, and 5 radial claws on the hind paws for easy climbing through dense jungle. The front paw has a rear talon, much like raptor or bird of prey. Yelts attack from the canopies gliding down with front paws, rear talon out. They have a small rounded tail that is a lighter color that the rest of their body, and is used for signaling the rest of the pack like a deer. Unlike a normal cat with the nose on the front of the snout, they have a larger nose the takes up a majority of the snout and is its main way to track its prey. Its eyes are hard and luminescent, more like ocular stones making it near impossible to blind. It relies on scent and sight more than hearing, and evolution has rendered it deaf, the ears are a defense making passers by assume it can hear them walking by. More drawings should be up soon, I hope to make a character sheet for it as well.
Special thanks to my friend Mer for the name

Wednesday, May 12, 2010

Entrobi - PrePro Sheet

Here is the concept sheet we had to do for class. 3 silhouettes, 3 orthographic and 3 different color pallets. A short bio, name, and RGB numbers corresponding with a color key. Still debating if I want to change up my main color scheme or not.
Completed 5/12/10

Friday, May 7, 2010

Light Practical A

Here is an idea for a light practical to use in my atlantis level. I'll probably model a few logs or sticks to put in the top then put a fire particle in it to make it look nifty.
928 tris, modeled in Maya 2010.

Monday, May 3, 2010

Project 1

For our first lab we were to make an under 500 tri count animal. Got bored and did it for homework^_^ hope its up to their standards when I get to lab wednesday morning.

- Fennec Fox -
496 tris - modeled in Maya 2010

Wolf - Its made out of POLYS!

Today for a class exercise, we were given a picture of a wolf and told to draw it out in polygon primitives. For those of you not 3D savvy, thats basic 3d shapes like cubes, cones and spheres.
We were then told to render it, or shade is. here is my poly wolf.^_^

Entrobi



Here is a concept that I am going to be fleshing out / making into a 3d model for this months classes. Sadly Blogspot is posting these out of order...The top image is the final ideration that I'm going to be working off of, where as the bottom picture is the original concept. Middleman will stay the middle man. the creature is an Entrobi, a mount used for crossing through jungles and plains at night. The neck armor and helm have a those round globe things that store light particles during the day and emit light after the sun has left the sky. It is also common for the riders to hang a lantern off of the back of the saddle for rear lighting. Originally the creature wasn't really based off much. When I started to flesh out the design I pulled specific parts from specific already existing animals. Iteration 2(the middle man) is the original creatures I pulled from the original concept. The head is the shape of a squirrel, the ears are from a Fennec Fox, the neck from a swan, the body from a Great Dane(Dog), and the tail from a lion. As I got to researching and fleshing it out more, I decided that for the body, where a Great Dane is pretty cool, I would rather something bigger and more built for riding. For iteration 2, the top picture, I switched out the body of a Great Dane with that of Clydesdale. When I get around to drawing it more, I'm going to re-draw up the armor to give it more of a beast of burden fee. The helm is going to have blinders and more resemble a Falconry Hood(google it :P) Enjoy. And yes mom, I'm using the Invader Zim sketchbook :)

Monday, April 26, 2010

Lady Balance Hi Poly WIP






Here is a screen shot of the High Res model of the lady balance statue. Done completely in ZBrush. Started with ZSpheres and then built up from there.

Sunday, April 25, 2010




Decided to start working on assets for my Atlantis scene, here is a screen shot of the high res and low res of the model. After this last week of classes I'll have a few days to relax and work on the textures for it and hopefully make a few more assets. Low resolution model made in Maya, high resolution model was sculpted in ZBrush.

Tuesday, April 20, 2010

Lady Balance Statue

The very rough concept for my Focal object for one of my classes. Done in Photoshop 4/14/10.I will be posting my progress on my model as soon as I get enough done on it for it to resemble the actual statue. I intend to use this in my Atlantis scene with the portal.

Dragonling

This little guy I did in a series of doodles after finishing the lab work on 4/19/10. Trying to work more on creatures and humanoids as well as my environment art.

Saturday, April 17, 2010

The Atlantis Portal

Some concept art for a scene I intend to work on. Done in photoshop 4/14/10 during some spare time in lab. I've been calling it the Atlantis Portal for lack of a better name.

Thursday, April 15, 2010

Welcome!

I was told to make a website to post my work, so here it is. I will be posting concept art, and 3-D assets I will be making for school and personal projects as they come around.