I'm working on a continuation of my art deco style IP. This environment is the private art and artifact collection of a mysterious businessman. The goal is to have a small completed level in Unreal 4. I started with a basic level layout and design for the collection, and got some great architecture and design input from my friend Gabe (check out his art at http://www.gyeganyan.com/). I did a lot of sketches for the style of the level, from architectural forms to details. I am still in the blockout stage, and trying to nail down the shapes and colors before I commit to final game assets. This is the atrium and main hall of the level, though it will have more rooms. I'm excited to see where it goes!
Monday, November 3, 2014
Sunday, October 26, 2014
I remade the header image for my portfolio site, here is some of the process for it. I was going for a kind of dieselpunk, final fantasy vibe with this one. I started with some rough concept sketches, then modeled the the wing and engine low poly in Maya. The wing sculpt was made in Zbrush and baked in Xnormal. Textured finished in dDo. I included some different lighting variations of the wing within Marmoset Toolbag.
Saturday, August 2, 2014
Hi all! So I graduated in May and figured it's about time to post my final pieces and process work for my senior show. I had a lot of fun at the show and tons of people came by to play my demo game. It was crazy learning Unity and making something people could actually play!
Low poly diorama in the Blizzard World of Warcraft style. The house is only one quarter that is duplicated. All the textures are hand-painted.
Luger P08 I modeled and textured. High poly bake done in Xnormal, details in dDo, and real time render in Marmoset Toolbag.
Low poly environment piece based on the airlock from the end of James Cameron's Aliens.
Art deco clock based on Paul Frankl's original product design.
My completed tundra environment. It needed a lake. Runs real time in the Unity Game Engine.
Slate rocks for the environment. Modeled in Zbrush.
On the left are hand-sculpted tiling textures from Zbrush with a bit of photo texturing thrown in. Thanks to Bryan Koszoru for a killer introduction to the tiling texture workflow! On the right is my rock texture sheet.
Wednesday, February 19, 2014
Here is some work in progress from my current semester. The exterior scenes have terrain generated in World Machine and I did some paintovers to get lighting and texture ideas.
This is a low-poly World of Warcraft style diorama. It's a stargazer's house that was hit by an asteroid. The irony!