Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts

Friday, 14 August 2009

Portfolio - Part 3

With the games over and done with, on to personal projects and some traditional art (with some nudity).

First up is a female robot, modeled and rendered in 3dsmax (as is most of what I've worked on). The original design came from Francis Tsai. Sadly I have lost the original concept due to moving around and leaving computers and harddrives behind.



This male robot is my own design and as the female, modeled and rendered in 3dsmax with mental ray. Good old fashioned sub d modeling all the way with a few splines for the tubes.



The Ferrari is about 30 000 triangles, rendered with mental ray. The background is a panorama taken from the Tokyo Tower when I was visiting Japan a couple of years back.



A small lava scene where pretty much all the materials are procedurals. The only texture I used was a simple mask for the water, the rest is all vertex colours, noise and gradients.



This was just a quick graffitti piece I did for fun. Could be used as a decal in a city scene for example


This very wide image is four sides of a cubemap I created for a project me and a couple of friends were working on. It was supposed to be a 3rd person space shooter where you could fly in any direction, blowing things up.


Now for some more traditional art. These are mostly of recent lifedrawings and one set of older images from whne I was attending the Intensive Drawing Workshop at Vancouver Film School. Sadly the image with my lifedrawings form VFS isn't of the highest quality as all I had access to at the time was a mobile phone camera. The lifedrawings themselves are made with graphite, HB pencils and charcoal, ranging from 30 seconds to 30 minutes.



And that concludes the portfolio part for now. I have worked on two more projects, Battlefront - Elite Squadron and Rogue Warrior but I can't publish any images of what I have done on these projects just yet. So there will be a Portfolio - Part 4 later on.

Next I will start posting the progress on a small scene I plan to do in Unreal, taking it from idea to final product via concept, reference gathering, modeling and all the other bits that go into the making of a small environment. Hopefully it will be useful for any aspiring environment artists out there.

Portfolio - Part 2

The second part of my recent portfolio contains images from Saints Row and medals from Battlefield 2142.

Saints Row - Volition, THQ

I mainly worked as a texture artist on this project with some modeling, testing and various other roles thrown in for good measure.










Battlefield 2142 - DICE, EA

This project was probably the most challenging one I've worked on so far. Around 250 images, from scratch in about 6 weeks, with a unified look and feel. My best friend became the Action button in Photoshop which was a lifesaver for making sure each image had the right layers, colour correction and effects.




Friday, 7 August 2009

Portfolio - Part 1

Shellshock 2 - Rebellion, Eidos

On this game I worked mainly on the third mission, doing modeling, texturing, botanical placement and tweaking, lighting and a various other random things. I was also involved in helping out on various other levels but since M03 was my main focus, that is what is shown here. It is a mix of PC and 360 screenshots, each image being marked which.


Overlord - Triumph Studios, Codemasters

When I worked at Streamline Studios I worked on Overlord, creating a bunch of art for it. Sadly I don't have any nice renders of that stuff so I have had to resort to in-game screenshots. Below is just a fraction of what I worked on at that project. Responsibilities included modeling, texturing, sculpting, assembling the tower hub, testing tools and helping to develop the pipeline etc.


Next part will be some older projects I worked on: Battlefield 2142 and Saints Row.