August 2, 2013

P3

Inspired by art of Sam Brown, click the image below to check out more of his work.

Rendered from UDK



Some self critique: dirty it up, more detail over all, make lighting as accurate as possible.


June 28, 2013

Model Capture Assignment

Here are the results of my modeling capture assignment. I used Autodesk 123D Catch to capture the blue inflatable fist, and ReconstructMe to capture a bust of me.



June 10, 2013

First Summer Portfolio Piece

Here is the first of three pieces we are responsible for creating during our summer semester at FIEA. I was asked if I could give a hand making assets for another student game called Escherreal, so I decided to take the work I made for them and assemble an environment. Here is the result, the Escherreal Wine Cellar.

All assets were modeled in Maya and/or ZBrush, and textured in Photoshop. The scene was put together and rendered in UDK.





April 29, 2013

Spring Portfolio Piece

To make up for the lack of updates, here is the final product of what I've been working on for the past few weeks. Our class assignment was to have a strong portfolio piece that came from the game. In this case, I naturally made a car and different customizable parts for Warp Derby.

High poly made in Maya and ZBrush. Textures made in Photoshop.

Game res geo, rendered with Maya Viewport 2.0
High Poly mesh.
Wireframes.

2048x2048 diffuse, normal, spec and emissive maps for the car body.
 1024x1024 diffuse, normal, spec and emissive maps for the booster.
1024x1024 diffuse, normal, spec and emissive maps for the warp cannon.

March 18, 2013

Warp Derby Portfolio Assignment

Here is the car frame I have been working on for the past week. The idea behind this model is that we'll be able to use it as the base for every car in the game. This will hopefully let us attach different body parts, tires, warp cannons and other pieces to allow players to customize their car in-game.




A goal of mine was to keep this frame under 3k triangles, since most of it will be hidden by mesh added onto it. I have ~300 triangles left in my budget to add more detail possibly on the bottom of the frame, in the engine, or as steering gear.

In my opinion the textures still need more work to get them closer to the quality in Warp Derby, but this feels like a step in the right direction.

Please feel free to leave me some feedback on what I can do to make this look even better.

March 11, 2013

3D Concept Process

In our first semester at FIEA, we were taught a method of creating concepts using Maya.

These images show the variations I came up with for the missile our turret shoots in Warp Derby. The final product that was created is based on the concept that my team leads liked the most.

 These are some of the concepts I was working with, starting from left to right. The original missile looked more like a bullet so I started with variations on that shape and built from there as I made more shapes. The final missile I ended up finishing is the 4th from the left.

And here is the final product.
It's not the biggest and baddest looking thing in our game, but hopefully I can expand this post later with more assets of mine that are made with this method.

March 10, 2013

Warp Derby Dump 2

More Warp Derby art.

All content in the posted images has been created by me, unless otherwise noted.



*Original texture for the car painted by Ryoma Tazi. I edited his texture for this destroyed car.