Monday, August 1, 2016
Monday, July 18, 2016
Final Summer Semester Portfolio Piece: Bastion
So for this portfolio I chose to create the Chibi version of Bastion based off of the following concept art from Blizzard's Overwatch (NOT MY CONCEPT ART):
Here is my model's progress:
Here is my model's progress:
Also Referenced the in-game model:
Monday, June 27, 2016
Last Portfolio Piece and New Inspiration
My Next PROJECT WOOOOOOOOT! SO HYPE!!!
I will be creating this vehicle directly from Jak 2 Concept Art. I want to give the vehicle a revamp!
Concept art by : Bob Rafei
Going to make a 'Krimzon Transport'!!! The following images are not my own art work. These images belong to Bob Rafei and Naughty Dog's Jak 2
Monday, June 20, 2016
Monday, June 13, 2016
Portfolio Piece: Castle in the Sky
Concept Speed Painting of Mine:
Polycount Total: 10.9k
My inspirations:
Earlier First Draft:
Wednesday, June 1, 2016
Wednesday, May 25, 2016
Monday, May 2, 2016
2D/3D Final Portfolio Project
Life is lovely ( ^ 0 ^ )...
Here is progress on my Portfolio Piece! It needs several more pushes, but here we are:
The following digital painting is a concept art piece by Melanie Bourgeois'. As soon as I saw this image I felt imediately warmed by its character and color palette:
The biggest challenges involved with this piece involved mapping out perspective and figuring out the best way to make a roof texture. In zbrush, I felt like a carpenter! Most of the following images are rendered through maya.
The following digital painting is a concept art piece by Melanie Bourgeois'. As soon as I saw this image I felt imediately warmed by its character and color palette:
The biggest challenges involved with this piece involved mapping out perspective and figuring out the best way to make a roof texture. In zbrush, I felt like a carpenter! Most of the following images are rendered through maya.
Here is the wireframe:
The tri count for the game res model is about 11k right now. The polycount should be even less after tweaking of the wood planks.I wish I could have worked faster...But I found myself in a rut.
Making and using insert meshes = SO MUCH FUUUUN! I created sets of tiles ranging from sets of 4,6 and a couple of loner tiles. Being able to use the transpose tools to build uniqueness in the roof tile layouts was pretty cool and took some getting used to. I whs it could've come out cleaner, but at least I tried to be a little accurate by number of rows only. My next move is to do some minimal retopo of the game res geo to better fit these tiles.
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