final product.
Thursday, December 16, 2010
Demo Reel Sample
This is not the full deal, just a taste of what's to come.
Wednesday, December 15, 2010
Sheriff's Office Final Renders
This is my final project for cg315 (texturing for cg). The building asset itself was modeled and textured in about 20 - 25 hours over 2 days (weekend). There are 4 different tileable textures(1024x1024). Each has a diffuse, specular, and normal. There is also another 1024x1024 that was used just to unwrap and texture the door and windows.
Model is a total of 3,171 triangles
(My Favorite Pic)
Model is a total of 3,171 triangles
(My Favorite Pic)
Tuesday, December 7, 2010
with and without flowers continues
Friday, December 3, 2010
With and without flowers
This is a rough pass I did on the look and feel with game environment.
FACILITY:
abandoned, Melancholy, Forgotten, and Lonely.
FACILITY BLOOM:
Serene, optimistic, and flourishing.
After collecting flowers this happens.
FACILITY:
abandoned, Melancholy, Forgotten, and Lonely.
FACILITY BLOOM:
Serene, optimistic, and flourishing.
After collecting flowers this happens.
Sunday, November 21, 2010
Digital Vines
I find this is strangely beautiful.
the idea was digital sound vines. needed to be dense in the center and thin out on edges. I also played with more Circular shapes and windy pattern in center and then straighter lines and more tech 45 degree variants on edges.
How I made it::
So it all started from inspiration from this photo.
It reminded me of a circuit board but was more organic which is what i wanted.
After analysing the pattern for little bit I found it could be broken down into lines of 45 degrees and 1/8 circles. I then made a custom brush set in photoshop and made the pattern at the top.
Thank god i know my photoshop shortcuts or doing this would have been tedious. Selecting the next/previous brush with "." and ",". you can cycle through them and stamp the lines together, creating the patterns.
it's faster than it looks, but still takes time to make it look right.
the idea was digital sound vines. needed to be dense in the center and thin out on edges. I also played with more Circular shapes and windy pattern in center and then straighter lines and more tech 45 degree variants on edges.
How I made it::
So it all started from inspiration from this photo.
It reminded me of a circuit board but was more organic which is what i wanted.
After analysing the pattern for little bit I found it could be broken down into lines of 45 degrees and 1/8 circles. I then made a custom brush set in photoshop and made the pattern at the top.
Thank god i know my photoshop shortcuts or doing this would have been tedious. Selecting the next/previous brush with "." and ",". you can cycle through them and stamp the lines together, creating the patterns.
it's faster than it looks, but still takes time to make it look right.
Thursday, November 11, 2010
UI prototype
Here is a prototype UI for my current game Audyessy (title WIP)
Looking forward to animate in After Effetcs
SPLASH SCREEN:
MAIN MENU:
Looking forward to animate in After Effetcs
SPLASH SCREEN:
MAIN MENU:
Friday, November 5, 2010
Concept with Gasworks Park
Environment Art at gasworks park. about 25 hours if you count concept to completion. about 10 hours of painting in photoshop
Tuesday, October 26, 2010
Level Exporter In Maxscript
So I've been working on a level exporter in 3ds max for our game. it exports data from max and then recreates the scene in our game engine. IT NOW WORKS :). here are some pics.
it exports The 3d models and the lights into a .txt file game can parse in. It also includes instancing so everything I instance in max it also instances in our game :). Booya.
The Scene in 3ds max.
a chunk of the max script I wrote to extract the needed data.
The Scene in game
it exports The 3d models and the lights into a .txt file game can parse in. It also includes instancing so everything I instance in max it also instances in our game :). Booya.
The Scene in 3ds max.
a chunk of the max script I wrote to extract the needed data.
The Scene in game
Sunday, October 24, 2010
Creation of a tree
So on Saturday I made a tree:
This is the end result.
it stands at 800 tris and a 512x512 texture with alpha.
This is the texture.
The Branches where created from a reused branch pattern I layer over eachother. I masked out the pattern from a photo I took in photoshop.
The tree's truck is a 128x512 tileable texture I made prior. twig/bare branch was created in a simular fashion in photoshop my masking out then correcting highlights / tone / etc.
Critiques or comments are welcome :)
This is the end result.
it stands at 800 tris and a 512x512 texture with alpha.
This is the texture.
The Branches where created from a reused branch pattern I layer over eachother. I masked out the pattern from a photo I took in photoshop.
The tree's truck is a 128x512 tileable texture I made prior. twig/bare branch was created in a simular fashion in photoshop my masking out then correcting highlights / tone / etc.
Critiques or comments are welcome :)
Monday, October 18, 2010
Progression - Game Concept Piece
Here is where I currently stand on the piece. Needs to be rendered a bit more but the comp and tones seem to work right now.
Fun with Perspective
FUN WITH PERSPECTIVE!
Original Perspective sketch.
the trace over
Photoshop Flats + Slight Render
Where I currently Stand after cutting the slack.
This is a for a game concept.
Original Perspective sketch.
the trace over
Photoshop Flats + Slight Render
Where I currently Stand after cutting the slack.
This is a for a game concept.
Friday, October 15, 2010
Exterior Works - Forest - Process
This is still a WIP for CG315.
This is the initial rough block of the scene.
Added a few rough textures.
This is my current standing. Cleaned up a few textures and made more textures for grass and dirt.
Next step is to add skydome and tree card textures. After I have all elements in it's basic lighting setup and Texture Overhaul.
Hopefully I can find time to add a few more plant types and grass cards to break up the ground and hill silhouette.
This is the initial rough block of the scene.
Added a few rough textures.
This is my current standing. Cleaned up a few textures and made more textures for grass and dirt.
Next step is to add skydome and tree card textures. After I have all elements in it's basic lighting setup and Texture Overhaul.
Hopefully I can find time to add a few more plant types and grass cards to break up the ground and hill silhouette.
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