Friday, October 14, 2011
Tuesday, October 4, 2011
Level Design - The Flesh Hammock
I am working on creating a game concept. This is a conceptual illustration for one of the main arenas in what will be a fighting game based in hell. The hammock is made up of stitched-together mouths that will devour you if you step on the wrong spot at the wrong time. I thought it would spice up the fighting game niche to have the environment just as intimidating as your opponent. Maya/Photoshop.
Saturday, June 18, 2011
Thursday, June 16, 2011
Saturday, June 4, 2011
Sunday, May 22, 2011
Saturday, May 21, 2011
Tuesday, May 17, 2011
FINISHED - POST APOCALYPTIC PROPS
Saturday, May 14, 2011
Sunday, May 8, 2011
UPDATED CREAMATOR
After beveling some edges and adjusting some proportions, I added an AO pass bake exported into my texture, normal map and graffiti. I still see a few areas of improvement. I need to tone down the normal map quite a bit and tidy up the main door.
Saturday, May 7, 2011
OPTIMIZED MODELS
Only the creamator, gas mask and wrecked car needed to be retopologized. So here are some images of the new, low-res meshes of 2 of the 3. The creamator is in the last post because I've started to texture it.
GAME MODELING - TEXTURED MODEL
So I'm working on starting to UV map and texture my models. So far I only have a diffuse map for the creamator but I'll have them all textured by the end of next week with diff, spec and bump maps that I'll pull out of CrazyBump. It looks a bit "blockish" to me, I think I'm going to bevel some of the hard edges. I still have a couple hundred quads left before I hit my limit now that I've optimized the topology.
Saturday, April 30, 2011
BOAT
The assignment was a simple household object using NURBS curves. I chose a ship in a bottle. I used NURBS for the hull and sails and converted them all to polys for the final model.
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