Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

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.

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

Project: Concorde


Concept



Modeling: Day one


Modeling: Day two


Further details on the work soon.

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.

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:





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

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.

Friday, March 19, 2010

Some Space-y Stuffs.

So I've been pretty busy with this semester long assignment for my gaming environment design class. I've finally got something into the game engine (we're using Unity) and the little bit that I have somewhat polished was shown to an advisory board meeting of some professionals from Blizzard (art lead for Diablo III), Farsight(environment artist), and Sony Santa Monica(Environment art lead for God of War III), which I was really excited about. I was paired with a character designer who had made an excellent robot character, (seeing as my spaceship was the closest match) so many changes were made to my environment. Originally, I wanted to make everything in Russian, to give a sense of unfamiliarity, and to stir up some old Cold War/Space Race vibes, as well as everything being designed with a retro-futuristic/atompunk flair. So we have this vintage/modern clash going on here, which I think is pretty cool, and will make it much more interesting.



This is the current state of the generator room, sans walls to get a proper rendering. One of the biggest motifs I wanted to flaunt was the use of the Tesla coil. These things scream "mad science" and is a staple in a retro sci-fi theme. Case-in-point: Fallout 3 and Wolfenstein!





Granted, the coil wasn't too big of an implement in my original ray gun model:



The model has been abandoned anyway, as it was originally going to be used as an FPS implement.

Another big thing were the computers.



The computers are made in the old-fashioned UNIVAC style room fillers. Granted, this is a rather old rendering. The rest of the components are fully textured, as well as a mainframe model, which compliments this very nicely.

Tuesday, October 6, 2009

Finished! (almost)



The modeling for the main structure is pretty much done, save for some adjustments, and now I'm going to have to go through the painful process of unwrapping and creating the textures, and moving toward programming the models into the unity game engine.

Tuesday, September 29, 2009

Progress


Here's the first screencap of my current project in Anim 130. I've finally got used to working with Autodesk Maya and making great progress as you can see. Most of the modelling is done, at least for the outside of the building.