Thursday, December 11, 2014
Effects | Bullet Render Test
A quick test render of a 9mm hollowpoint bullet I'm working on for my effects class. It's been forever since I've rendered any real thing in Vray, but I think the texture is coming along.
Tuesday, December 2, 2014
GameJam | Amo
Some screenies.
Controls
My personal involvement on the project included a lot of the art direction. On day one I sat down and drew up some concept art for the character, the mood, the settings, etc. After that, the rest of the days became a blur of modeling, animating, and applying materials. We spent about 6 days on content creation. The last day was when everything took most of it's shape, as I spent a good couple hours set dressing the level and bringing Amo's little world to life. Animating Amo was fun, but I am fairly proud of Nyx's hand. Also, this was the first project I've ever animated two characters in a single scene, which was new, but also quite challenging and fun.
I could go on and on about how much I learned from this project, which was a ton. I could also talk about all the problems we experienced and how if we had had more time, this and that could have been fixed/added. But I'm truly happy I spent my school break building something unique, hopefully fun, engaging, and artistically driven with friends who I've gotten much closer to over the last couple of days. I'd love if it you could try the game out, leave some feedback on all of our hard work!
Wednesday, November 26, 2014
GameJam | Amo | Concept Art Sketches
Two classmates and I are in the middle of a weeklong GameJam over Thanksgiving break. I'm supposed to be doing the concept art, and almost anything related to the art. Our theme for the jam was '45 Degrees' so we are rolling with a very triangular design. I can't say a lot about the project yet, but so far is coming along pretty nicely. I hope you guys enjoy the style!
Saturday, November 22, 2014
11.22.14 | Weekend Sketches
Here are some sketches I drew this week. I haven't drawn anything traditional in a long while. I really wish I could draw. I think I'm getting the basic nature down, but my lines are too tight and so my drawing suffers. Ugh. More practice, but these were fun and relaxing to do. Why is line weight so hard for me?
Sunday, November 2, 2014
SOL | Artifact Concept Art
Here's another painting I've done for SOL. We took screenshots of our basic level layout, and then painted over them to show how that basic terrain could be built up. I chose to do an artifact site, where you can collect the antigravity ability for your gun. I wanted to put that artifact under floating rocks, as an indicator of what it might possibly be used for. I also put some lumen ore glowy bits on the floating rocks and on the cliff walls, as this might have been an area for good mining. This was fun to paint, I usually avoid color to work on value, but who knew colors could be so much fun? Let's hope this can quickly translate to our Unreal level!
To give you an idea of where this image started..
Before
After
Saturday, November 1, 2014
Subject 8 | Modeling Progress 1
Wednesday, October 29, 2014
Sol | Storyboards | Crash Scene Pass 1


Here are the storyboards I drew for the animatic I posted a few days ago. I figured I'd put up the stills, because there's something valuable in evaluating them on their own. Compared to my previous boards, these are a definite big improvement. Still, I feel like I could improve on overall direction and incorporating more dramatic cameras and interesting story points. These are arranged slightly out of order, but the general gist is there.The correct order is in the animatic. Hope you enjoy these! I think my favorite panel is the one where the squid is looking up after not being crushed by the spaceship like "Huh?! I'm still alive?!"
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