Wednesday, September 26, 2012

some quick concepts


The idea is a 3rd person fixed-camera tactical squad-based shooter game, but we needed something visual to keep the ball rolling. These are some rough style explorations as we're talking about target audience and logistic issues. I'm leaning towards the simplified, "cartoony" version, not only to avoid any COD or BF comparisons, but I just like the way it feels.

Oh, and are there any game-devs out there (art or programming or whatever backgrounds) available to help out on a neat, little side project? Me and this guy might be looking for some people in the near-ish future.

Tuesday, September 25, 2012

Finally the final post about this Norn




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Made some presentation images for my portfolio. I've been thinking that I need to update my website design... and maybe even get my own domain name... If there's anything you'd like to comment on, please feel free!

Friday, September 14, 2012

Female Norn getting some makeup on her


Fixed some weird anatomy issues with the face

urpdate: legs
Diffuse map 100% complete (probably?), alpha cards included

these last two were quick screen-grabs from Maya's default viewport

This image is showing the diffuse map with flat lighting. Slow and steady progress. I kind of hate the fact that I'm so slow. Moving onto the legs and misc stuff, and then I'll go in and add some alpha cards for the fur.

The target image (Property of ArenaNet) is here:
http://www.arena.net/blog/arenanet-is-hiring-character-artists 

Wednesday, September 5, 2012

Back in Canada



I haven't posted anything in a while, and I guess that's just how it goes sometimes. Part of the reason for my lack of updates includes leaving Provo and getting situated up in Calgary, as well as struggling to get ZBrush and xNormal to cooperate. Another excuse is lots of video games, watching all three seasons of Community, and general mismanagement of time.

Either way, I want to finish this project before moving on to another portfolio project. These shots came after retopologizing, laying out UV's, and baking out normal maps from the hi-poly to the low-poly. Next up will be creating the diffuse and specular maps.

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