Thursday, 3 October 2013


Updated treasure chest asset I made about 6 months ago. Tweaked proportions and fixed texture problems.

Friday, 9 August 2013

Tree


Finished this 'hero' tree for my scene! I intend to use the same components (ready-made branch sections, etc.) to produce a couple of regular trees to populate the distant areas of the scene

Sunday, 28 July 2013

Environment project

As my main project at Futurepoly I've started an environment piece based on this awesome concept by AndrĂ©e Wallin
Progress so far:


And a paintover to help define the direction I want to go in:


Next up, a few terrain tweaks, lighting and props!

Photos



Wednesday, 26 June 2013

FUTUREPOLY!

I moved to Seattle and started at Futurepoly recently, on the Digital Art and 3D Modelling courses. We started with some basics that I was already familiar with, but it's all good practise and I'm learning a tonne by picking up alternative and efficient workflows from the badass instructors.
The curriculum is moving fast into new ground for me now; I'm so excited for the upcoming weeks!!

Here's some of my work so far:

This is a WIP matte painting - once extended and finished, it will be used as a skybox.
Staring at clouds is a hobby of mine, so this was a lot of fun! The lesson on skies and lighting was given by Jason Connell and he seriously knows his shit! I learnt so much from that one lesson, it was a real insight.

This was an exercise in efficient UV use - I modelled this (based on a concept by Darren Bartley) and wrangled the UVs to fit a tiling trim texture (which I think was by Patrick Hammond)

Same exercise as above (modelling and UVing to fit a texture) - this time using a modular texture from Guild Wars. These exercises were really useful in improving the way I can squeeze the most out of a texture.

Texturing exercise - model (and some awesome feedback) was provided by John Germann.

Some tiling textures (diffuse, normal, specular). Shown tiled twice.