Tuesday, October 25, 2011

Fortress of Solitude Work

The bulk of my finished work was in the split party section. I worked with design on the layout. I would show them a layout in-game, we'd play it and I would revise it based on feedback. Outside of the main shell the components were made by other SOE artists. What I did was take the 12 or so different pieces and world build and light the scene. At the start of the gallery is a step by step showing the different components being layered in.

Monday, October 24, 2011

Spooktacular Kiosk Key Art

I made an alternate graphic for the Skeet’s Repair Vending Machine to coincide with SOE’s Spooktacular Event. The Vending Machine model and texture is by Ryan Rude.

Tuesday, October 4, 2011

Saturday, October 1, 2011

Yes I have been doing something

but most of it is work related and I can't show it yet

In the meantime here's an old standby

The Alien!

Wednesday, August 17, 2011

JakeZilla Mapped

Finished up the textures for the JakeZilla. There's some areas I could refine, but you never know.

Thursday, August 11, 2011

astro girl paintover

I took a render of the girl model into brushes and painted over what I wanted the space suit to look like. I had the rough concept from before. I'll be starting painting the texture after I block out some shapes with viewport canvas.

Thursday, July 21, 2011

Modeling 3 Final Project Unmapped Example

These two images are more representative of what I'm looking for in the Summer 2011 Character Modeling Class

Wednesday, July 13, 2011

Example Project

This is a demo piece I put together for Modeling 3/ Character Modeling to give an idea of what I'd like to see for the final.

Sunday, June 19, 2011

Spring 2011 Modeling 3 Demo, Elephant Blacksmith

Each quarter I teach Modeling 3, or Character Modeling as it's called now, I end up creating a model along with my class. Initially they start off as my demos. I clean it up outside of class as the quarter moves on. This quarter I had them all work off a theme, Elephant Blackmith. I asked for a creature, and an occupation. It turned out pretty cool. I'm looking forward to fixing this guy's flaws, and finishing off the texturing.

Happy Father's Day

My family got me a stylus for my ipod touch . I hadn't considered getting one before. I tried it out and threw together this little animation using the Animation Creator App. It could use a bit more anticipation before he takes off on the second leap, but I did it in under 15 minutes what do you expect. I'll be comin' back to this one though.

Friday, June 17, 2011

More Brushes Roughs

Yep, I cheated on Robocop and fixed the gun hand in Photoshop. You gotta do what you gotta do.

Tuesday, March 29, 2011

More Building Models and Texture WIP

Just continuing to touch up some older pieces, and examples for school.

Monday, March 21, 2011

Craftsman Style Bungalow

I used to live in this craftsman style bungalow from the twenties. It didn’t have quite as much sag in the roof or windows as I put into this model. This digital version was something I made on my own. Later, I dropped this into Unreal when I was working at Midway on an unproduced Zombie game.

Tuesday, March 15, 2011

DCUniverse Work - Part 4 - The JLA Watchtower

The JLA Watchtower was the first level in production where I was the Interior Environment Lead. The bulk of my contribution was world building and lighting.  The work was split among several artists.  The images shown here are levels I either built out of the modular pieces, or later relit after another artist had made a first pass.

DCUniverse Work - Part 3 - Player Safehouses

I did a lot of hands on world building and lighting with the player safehouses. More so the Hero Police Stations then the villains.

Once Design locked down the location of The Flash in the Little Bohemia Police Station I built out the space around him to give it a more exciting look. I added a lot of computers, and cables from the ceiling. I also added places for the cables to terminate on the walls to help ground them in the scene.

I applied a similar treatment when we decided to add holograms to the levels.

The doorway on the bottom right has a chain link metal frame inside it. I built that piece to bring the scale of the room down to the players size.
In corridors I added dummy doors to nowhere, that helped sell the Police Station location
Working to address scale again I worked with the other artists to add railings and decorative elements to bring the level to life, and add a nice layer of visual noise.

DCUniverse Work - Part 2 - Digitizer Pod

I modeled the digitizer pod from the tutorial level. Unfortunately my duties as Iinterim Environment Lead kept me from finishing the texture. Ryan Rude took over for me, and did an amazing job with the texture. Jason Bretz did the material work for the body in the pod.
I was able to finish the texture for the hoses though. It's a little thing, but it looks a lot cooler then the standard ribbed hose you see through the rest of the game.

DCUniverse Work - Part 1 - Cape Carmine Lighthouse

One map I did the bulk of the work on was the Cape Carmine Lighthouse.

As always I received a block out from Design,

Mike Pedro Painted up a fantastic painting for me to work off of,

I world built the map using existing assets

I then lit the level to match the concept.
For game play reasons the level looks different in the final game.