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Thursday, November 21, 2013

Amina with Marmoset Toolbag






A small update, Marmoset Toolbag is pretty awesome!

~Bleep Bloop~

Props of Corgi Caper

The last models left to show. Fairly simple low poly models meant for the environment's painterly art style. I had fun with these!

Bone Collectable, Wishbone Powerup, Magnabone Powerup, and Ptera Ride Powerup
512x512 textures for each respected model

Skull Armor Powerup
512 x 512 texture

Dino Ramp (Diplodocus)
512 x 512 texture
~Bleep Bloop~

The Dead But Very Alive Dinos

The baddies of Corgi Caper!

The Pesky Nipper

The Tormenting Ptera
The Big and Bad TRex

 Close Ups

Rendered in Viewport 2.0, 793 verts (for mobile devices)


Rendered in Viewport 2.0, 528 verts (for mobile devices)


Rendered in Viewport 2.0, 957 verts (for mobile devices)

~Bleep Bloop~

Tank is Back!

Greetings everyone! So our capstone pup returns but this time for the iOS. I was lead artist for this game and we had a small but great team to work with to make it all possible. I'll be making more posts on the character and object models in the game but first our main man's best friend Tank!
Click or Right Click to Open New Window to Full-View.


Rendered in Viewport 2.0, 732 verts (for mobile devices)


iOS Sleek and Cute Style Change and Planning

Proper Usage of Expressions Sheet

Environment Concept Art



The environment is vastly different from the original concepts but the gameplay is all there!

~Bleep Bloop~

Thursday, August 1, 2013

Portfolio: Human Hybrid

Model is based off Physiognomy Illustration
 
This piece is based off a Physiognomy illustration, this one is based off a cat and a human. It's appearance looks much like a hybrid of the two species. It's a bust piece focusing on realtime skin shading.

 
 

 
 
Rendered in UDK with Subsurface Scattering
 


 
Wireframe rendered in Viewport 2.0
 
Spec, Color, Normals, Subsurface Absorption Maps (2048x2048)
 
Color Map with Alpha (512x512)
 
~Bleep Bloop~
 

Sunday, June 30, 2013

Portfolio 2: Civilians

 
So I created the base meshes for our civilians for Grapple. The rest is going to rely on texturing. They'll be running around, spawning and despawning. There is still some fiddling to do but here is what I've gotten.
 
Civilian Models rendered in UDK Engine


Wireframe rendered in Viewport 2.0
 
We wanted to keep them under 3000 tris and make switchable parts. The textures are 512x512 and I tried making the clothing textures use the same basic shading and have switchable colorings. Details would be added on. 
 
 


 



~Bleep Bloop~