Monday, March 16, 2015

Destructoid

I recently started making cosmetic items for Unreal Tournament again and made the Mr. Destructoid helmet.  It got featured on their website too.






Wednesday, June 18, 2014

Zbrush Sculpt to 3d Print


The other day I showed the class a quick sculpt doodle I created from a dynamesh sphere. Then taking it from digital media to printable 3d mesh.  About 100mm from front to back.

Sunday, April 27, 2014

I have returned

An interesting year it has been. I was employed at Certain Affinity working on a super top secret and awesome title last year and then began work as a game instructor for modeling and texturing at the D.A.V.E. School in Orlando. Less time to make personal art, more time focusing on showing others how to make art like me. I do manage to sneak in some time to make my own stuff though, here is something I recently did. I completed it in a few hours as a speed test for myself, always got to make sure your blade is sharp!! The same project was given to students to do in a whole week. It's also uv'd just to show off as well!

Wednesday, May 29, 2013

TMNT Sewer Background

Friend of mine Ian Olsen created realistic version of Leo from Teenage Mutant Ninja Turtles. I volunteered to make a real time environment for him to show off his character once the low poly model was finished.  Just s simple background with one shot to frame the character.

Done in UDK


The main wall textures blended with a vertex blending shader




Monday, May 6, 2013

Crater Lake

A simple scene of a crater turned lake.









earlier versions



and the original world machine file. It was later adjusted to better fit the vision of the crater I wanted.




Tractor

2048 Diff/Bump/Spec
14,714 polys





Thursday, May 2, 2013

Brick and plaster

Stone brick and plaster version. Shown in UDK.




WiP work

A bunch of WiP work I've never fully finished, but at a stage I feel it can show my sculpting/high poly abilities.












Tuesday, April 30, 2013

World Machine

I used world machine for terrain work on Star Wars and on The Walking Dead. 

Just a personal terrain I generated.

Wednesday, April 17, 2013

Walking Dead Semi Truck

This started out as a personal model I was making before The Walking Dead project started up.  I hadn't modeled a truck in a while, so it was just a test of speed in my personal time.  At one point for our diorama/prototype level we needed a semi truck with oil tanker.  To help give us a jump and not have to spend extra resources on outsourcing I went ahead and volunteered my model to use in game. 

My original approach to this was be as modular as possible.  I created a series of mask so that other artist/designers could change the color of the vehicle with ease and reuse it throughout the game. Because of the development time we had on the project it was a time saving idea.  Eventually outsourcing took my approach and did the same with building other features on top of it for other vehicles*damage, interiors etc..*

The presentation is from sketchfab.  The wireframe mode is broken in some cases, so I apologize if something looks off or sloppy.  


Tuesday, April 9, 2013

Probe High Poly

High Poly Model for Probe vehicle I've done for the Escape contest on polycount


*Post will be updated as model progresses*




 




Monday, April 8, 2013

Star Wars: Kinect "Vehicles/droids"

Most vehicles/droids were done by outsourcing. I managed to snag a few during the project. Droids are lower rez because they were used in the Rancor mode. The sand skiff and bespin cloud car were used as background props.



The droid enforcer was done by outsourcing originally. It was delivered to our studio very unoptimized and heavy on memory. I took the original mesh, remodeled some parts, made uv's for the entire model and retextured it based on the original. I was able to cut this model down from 2 2048x2048 maps to a 1024x2 and 512x2 maps by using mirroring and smarter texturing. This was done on very short notice and I had to focus more texel density on the laser cannons because of cinematic and gameplay purposes.




The Walking Dead:Survival Instinct "Supply Stop"

This was our demo level we created first for the game. We learned a lot of things with this.  I created some of the buildings, textures, semi truck and did set dressing as well.




The Walking Dead:Survival Instinct "Dam"

Austin Cline and I were the primary artist on this level. Terrain, foliage and some set dressing where done by Austin.  I created the Dam, buildings,bridge and some smaller props in the level. 





The Walking Dead:Survival Instinct "Hospital"

I was the primary artist working on this level.  It was one of the few indoor levels we had in the game.  My responsibilities were rebuilding from the whitebox,texturing, building props and set dressing. All of this was done over a few weeks. Lighting was done by a separate artist