Tuesday, November 1, 2011
Current Progress
Still chomping away at this bit in class, and it's looking better and better! Added in more natural features like trees, rocks and tall grass, the latter probably unseen in these screenshots, as the environment isn't well populated with them yet. But hopefully with time it will, and it will look far more natural than it is now. As well I've added more assets, namely the large glowing dial to give the area a more mystical temple ruin look to it.
I addition, I'm planning to add a couple towns/villages to the world in separate Unity scenes. the concept art is for the second one, its entrance will be toward the end of the graveyard/temple area. The other one will have a more classic medieval town feeling, while this will be more earthy, the village being merely wooden houses built into the sides of a deep ravine.
Tuesday, May 17, 2011
Graveyard Update!









I've been really busy over the past month or so since I've last posted. Been working hard at my modeling unwrappping and texturing methods over the time. Over time, the project has become partly a collaborative effort, thrust forward by my teacher. The spur of the moment idea was great though! It's opened up the world to include something strange and out of the ordinary for it! The temple structure you see was modeled by my classmate and good friend Richard Perez. If you wish to see his work, visit his blog at richardvp.
Thursday, March 10, 2011
Saturday, March 5, 2011
2954 Concorde

I had finished modeling it on Thursday, and in a fit of boredom, I took an unextred render, put it in Photoshop to try and get an idea of how I would like the car painted. The painterly look I put on it looked too good to just have for a simple composite. I saved an image with the background set transparent and dropped it into Illustrator, with the outcome being this neat little vintage-styled print ad.
Thursday, February 24, 2011
Thursday, December 2, 2010
In Unity!

FINALLY getting things into Unity! Finished up the textures I needed, made some on the fly, and threw it all in!
Wednesday, November 17, 2010
Spooky Graveyards n' Stuff!



Working on the more prominent assets of the level. Hopefully I can get an alpha done in the next 2 weeks.
Saturday, November 13, 2010
Update!




Been working my ass off. There's more than this, will post on Monday when I get to the studio for more images.
Tuesday, August 31, 2010
3D'd Texture Test!

Sometimes textures look great, looking flat and perpendicular to your face. However, in the 3D realm of games and animation, it could look way different when tiled, lit lowly, and viewed from a different angle other than head-on in Photoshop's window. So far, I'm very pleased with what I have done. I've grown much in putting more and more dimension into my handpainted textures, adding more darks and lights to make it feel like there really is depth to it, starting from the brick walls back in May, to the summertime stone floor tile, to the wood that I've started and finished yesterday. And I hope to grow so much more with this. My next challenge: metal! Hope it turns out well when I get to it!
Monday, August 30, 2010
OMG Morning Wood!

For the longest time I've had nothing but complete and total trouble (though not as much as typing on this stupid Apple keyboard with the flat keys in the animation studio here at Rio Hondo College) with creating a decent wood texture, be it a photo-collage, or hand made. But within the first two hours of class I managed to start and bring something that looks this good from where I was to near completion. I think I'm finally breaking through the blocks that have been holding me back. Things are going nowhere but upward from this point onward.
Wednesday, August 25, 2010
Saturday, June 19, 2010
STONEWALLED
Semester's over, but I'm still working my ass off. My latest textural endeavour is this nice little quad-tiled stone wall/flooring.
Friday, May 14, 2010
All In All...
...you're just another brick in the wall. -Pink Floyd
Working on the brick texture for my new project, going for a more handpainted/Blizzard style of texturing. Personally, I think it's going along great.
Working on the brick texture for my new project, going for a more handpainted/Blizzard style of texturing. Personally, I think it's going along great.
Saturday, May 1, 2010
Next semester's plans
Sitting here in C++ programming, and drawing concept art for my next project. The ship is starting to get a little stagnant for me, and I solely blame myself for getting way too ambitious before I knew what I was able to actually do. By the time I was able to start even texturing, I found that everything was pretty much done WRONG. Had I made my interior stuctures in square faces, I'd probably be done! So anyway, I'm going to see this project through to the end, just as I had with my little tiki hut. I have gone a far way and many respects, but I still have to go further. So next semester, I'm working with a friend of mine who has been working on an excellent midieval/fnatasy character, and I am going to be building an environment for him. I've attained quite a collection of reference images already this morning, and have buckled down on making concept drawings. this one won't be as ambitious in terms of scale, but it will all be focued on making a good cohesive environment, with efficient modelling, and excellent texures. Plus the fact that it will be a collaborative effort, it will be a plus for the both of us when we get our portfolios shown to major studios. As soon as I get some good drawings done, and I get home from my other soon-to-be previous engagements, there will be some concept art postings.
Saturday, April 24, 2010
OMG UPDATE!
Been working pretty hard these past few weeks getting the spaceship completed. I still have an array of textures to make, apply them, and put it all into the engine. As well, I had to step up my job hunt, which paid off, as I will now be working come May. Anyway, here are the screenshots straight from the Unity engine:






Tuesday, March 30, 2010
Another WIP

Because I can't have enough work on my hands, right? I'm already working on the spaceship, the Imagine Cup game, the Zombie Cab, and a texture package. And now this flying jet car thing. Personally, I like the results so far, a lot of it is looking very smooth, and hopefully, it'll keep up like that all the way through.
Saturday, March 27, 2010
Bah.
Well, it looks like I'm not going to D.C. after all. Everyone tried to help and pull some strings for me, but it wasn't enough. So I'm going to be continuing work on it from the sidelines, and sending it all in from here on the West Coast on over to the dev team while they're in D.C.
Ah well. There's always 2011.
Ah well. There's always 2011.
Wednesday, March 24, 2010
BUY MY MODELS!!!!
In an effort to work myself harder on improving my work (and earn some much-needed money), I've decided to put my better models up for sale over at turbosquid.com!
BUY MY STUFF!!!
http://www.turbosquid.com/Search/Artists/AmarantusDesign
BUY MY STUFF!!!
http://www.turbosquid.com/Search/Artists/AmarantusDesign
Tuesday, March 23, 2010
WIP Updates
Because some of the rendering I showed in a previous post weren't really up to date, I've decided to post the most up-to-date shots of my work.

The atomic generator's tesla coils have their texture complete and applied, now, as well as the support beams that will be used throughout the ship. I'm very satisfied with how the brushed metal came out on the orb at the end of the coil. Looks absolutely brilliant!

As stated before, the computer and mainframe has been completed for quite some time. The large levers and analog gauges are textured and applied, completing the control console. The mainframe is pure image mapping. Tape spools and all slapped onto a cube, but still cleanly done nonetheless.

The atomic generator's tesla coils have their texture complete and applied, now, as well as the support beams that will be used throughout the ship. I'm very satisfied with how the brushed metal came out on the orb at the end of the coil. Looks absolutely brilliant!

As stated before, the computer and mainframe has been completed for quite some time. The large levers and analog gauges are textured and applied, completing the control console. The mainframe is pure image mapping. Tape spools and all slapped onto a cube, but still cleanly done nonetheless.
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