Monday, December 13, 2010

Sunday, December 12, 2010

Updated Lighting


The old lighting was really boring. I've been working on my lighting as of late, and here's the updated image.

Monday, December 6, 2010

Banners for the Grapevine



Been working on a commission for a friend of mine, and started work on a volunteer job with www.animationmaui.com called "Nuts For Pizza".

If you're looking for some experience and want to get in on a public telecommuted project, check it out!

Tuesday, October 12, 2010

Something I'm playing around with


Nothing special this week. Just looking, looking, looking for work. Might have a commission coming in, which would be nice.

Tuesday, September 28, 2010

Silverback Test #2


I was recently testing at Silverback, using Cinema 4d, and with Willie's help produced this image. The table, though not its contents, and the statues are courtesy of Silverback. The rest is my work.

This scene turned out really nicely, and Willie taught me a lot of things in a very short amount of time. He's an interesting guy who's really in love with his craft - I have a different idea of how to light scenes to bring out a bit more "magic" now.

Thursday, September 9, 2010

Larger...


Here's a real link to that image:

Silverback Gig


... and the (almost final) reveal...
It's not quite finished, as I need to add a lot more little details, but since it's just about end of day Thursday this is what I sent Silverback.
Fingers, toes, eyes crossed for good luck. =)

PS: WANT JOB

Tuesday, September 7, 2010

Still coming along...



I'm going to take a break for an hour or two, but it's coming along nicely.

Monday, September 6, 2010

Busy busy


Hey hey,

It's been a whirl of life since I last posted. Worked as a roto artist for Hatch Post for a month and a half. Good work, doing roto and tracking a bit. I liked it a lot there; the people rule. Contract is over, however, and it's time to move on. Hence I'm working on a test for Silverback.

I've put a little under 20 hours into it so far, counting just blocking it out for hours in the beginning. Since the test is a Chinese meat market I'm modeling it after the ones I actually went to, but trying to make it look a bit dreamier. Whether or not it gets accepted, this has been a fun project, but I really would need more time to complete it to my satisfaction. 6 days, including Saturday with the power out, isn't enough time to really dig into it.

Sunday, July 25, 2010

Policeman? What policeman?

Last Friday was an amazing day... I got a job at Hatch as a rotoscope grunt! I'm really, really happy about it, as it's one of the places I really wanted to work at. Plus I'll get to work with Andre and Rob. =)

So I've been practicing up my rotoscoping. My first attempt at this didn't go so well, as a tutorial I took left out some little things that were quite needed. Anyway, here's the result I got from one of my practice pieces.

What's so special about this video? Well, there is supposed to be a cop chasing the car down the street. With some quick masks he's gone. It's really easy to do this, actually.

video

Monday, July 19, 2010

A better link to the floursack...

video

An Old Flash Assignment

I dug up this old flour sack assignment I did way back when. It had to be 2 minutes, I think, very rough, and matched to music. Though I'm not much of a 2d artist, I wound up having quite a lot of fun with it!

"A Giant Flour Sack Attacks A City, Then Kills The SUN."

Friday, July 16, 2010

Still working on the alley, looking for work.


Still looking for work, and doing a fair amount of cold calling. I really, really want to work, but it seems there aren't many people hiring at the moment. Silverback might be hiring, and I'd just love to work there, but I guess we'll see what happens.

So working on the demo reel, and trying to get a job. Life as usual.

Wednesday, July 14, 2010

Monday, July 12, 2010

Updated Alleyway



Hey hey,

As you can see, I'm still working on the alley, and have moved into texturing. I'm really trying to go for a dirty look, and it's getting there. The pavement is really bothering me, and I may try to find the actual type of pavestone I need here and take a photo of it.

Friday, July 2, 2010

An alleyway I'm starting



Hey all,

I just haven't updated much in the last week, so I thought I'd pop in a quick render of the alley I'm working on. I plan to get right to the point of texturing, get most of it done, then just start to tear things apart - warp gutters, make holes, break beams, etc, to get a really dirty rusty feel to everything. It's mostly based upon the above image. Should be fun!



Monday, June 28, 2010

Some 4k Renders...




Here are some 4k renders I did for my data disc.

Monday, June 21, 2010

Spring Demo Reel Up!



Here is my demo reel for Spring 2010. I'm actually graduating this week, if you can believe it. 2 years has absolutely flown by - I've loved my time at the Centre For Arts and Technology. Great people, great instruction, real fun while learning.

If you want to learn, go to this school!

Friday, June 11, 2010

Updatey


This week I've been working on a test for HB Studios. I really want a game design job from them so I've been plowing hours into FIFA 10 and Backyard Football. I don't want to give away much more than that, as I think it might be unfair to outline their test here.

Anyway, here's an updated shot of my organic scene.

Wednesday, June 2, 2010

Here's what's really going on here


I'm using cards, as you can see.

Organic Environ


Today and yesterday I've been working on a waterfall-esque sort of environment. Gives me a good chance to practice making foliage etc, which I don't have a lot of experience in.

It's turning out better than I expected; when I first blocked this out I was really overwhelmed and not sure what to do. I've made a lot of symmetrical assets, but this smacks of a repeating elements with little symmetry.

Anyway, it's turning out nicely so far. The left is going to have some small scrub, and a large tangle of roots with leaves on them running down the side of the cliff. Eventually I'll get something to represent water in here, and if I have enough time I'd like to play with Maya particles to achieve this.

Monday, May 31, 2010

Low Poly Fantasy Props, Final



Well, I'm done my assignments for this semester. I was going to do one more prop, and then it would count as two assignments, but I decided that I didn't really need more practice at making low poly weapons etc.
I also have been updating my UNSC APC's texture and light rig. It looks a hell of a lot better than it did before, and on my demo reel. The reason being... mia_carpaint. I just couldn't get that dang material to do what I wanted it to do, and then ran out of time before my demo reel was due.

Now it's a basic blinn with some texture channels, and looks way better.

Friday, May 28, 2010

Updating Tha Fantasy Props



Hey hey,

I'm still working on my fantasy props today. All of the props are between 98 and 100 polys, with 512x512 maps. This is fun, and apparently if I do a bunch it'll count as two projects. I think I'll do perhaps three more before I move on to something else.

If we can work out how to get these into the UDK and make some basic scripts it would be fun to get them all working. We'll see what happens.

Thursday, May 27, 2010

Splash Test, Finished A Few Weeks Ago


I actually finished that environment test for Splash quite a while back, but forgot to stick the result up here.
It might even make it on my demo reel, considering how low poly it is, and the lack of advanced lighting solutions.

Blocking out maps


I've also been blocking out ideas for a new map in the UDK. I can't really settle upon an idea at the moment, but that's okay because I have plenty of other projects to get on top of.

Anyway, here's one that I'd like to do, made mostly of cubes and cylinders. Essentially they're just placeholders that give me an idea of the scaling etc of my map, and what the basic layout will be like.

Some low poly props!



I've been getting some practice in, lately, with low poly, low rez props. All pictured below have a 512x512 diffuse, normal, and specular map, and are either 99 or 100 polys.

I plan to make a couple more, but here are today and yesterday's practice ones.

Monday, May 17, 2010

Fighting back for the Discovery Channel


I am so incredibly annoyed that these shows are on TV. I have a very simple point to make:







THEY ARE INTELLECTUALLY/EMOTIONALLY RETARDED AND HAVE NO PLACE ON TV AT ALL.


Here are my modified posters, which describe the shows with much, much better accuracy.

Demo Reel, New Link


Well, I was trying to actually upload to blogger.com, but it appears whether I'm at the school or home I simply cannot upload a video here.

So, once again, here is the link:

More shots of the UDK map!





Friday, May 7, 2010

UDK map






Yeah yeah, laugh it up, I'm making a map out of a giant mushroom. Bit of a leap of faith for my 1st map, but I'm having a lot of fun with it. Yesterday, however, it crashed 16 times altogether, and for the life of me I couldn't get my custom collision models to work. In the first pic you can see how the UDK decided that the cylinder at the bottom, my custom collision, is not in fact a cylinder but two triangles that go into infinity in either direction.

I cannot explain this mysterious decision on the UDK's part.

Update on Splash test


I've been pretty much addicted to the UDK lately, so I have been slacking a little on my actual tests. Hopefully loading up on UDK experience will land me a really fun job someday.

Friday, April 30, 2010

What I'm up to lately


Hey hey. Lately I'm still working on low poly and/or company tests. These days it's an environment test for splash damage, here.

As you can see, they give you a pretty simple piece of concept art and a few rules. Its up to you to make it into an actual scene.

This still has quite a ways to go, and I still have a lot of polys to throw around in there.

Wednesday, April 21, 2010

More...

More updating


Just some more updating on this tower. In some interesting news, looks like we'll be making a few things for the Unreal Development Kit.