20 March, 2015

Radioactive

Model I created for fun and practice, diffuse and emissive maps.The source concept was done by nbekkaliev and can be found at his Deviantart below, check out his other works!

http://nbekkaliev.deviantart.com/art/rgb-494599674?q=gallery%3Anbekkaliev%2F49455948&qo=15





    Radioactive
    by drone2222
    on Sketchfab



05 December, 2014

Well, one year since my last post, almost to the day.

Star Wars trailer study, 1hr. 45min.


07 December, 2013

Oh man....

So, although posting this will lower the visibility of the last post that I JUST made, I've got to. Just stumbled across some art I made probably circa 2003 - 2005, pre-art school stuff, that I haven't seen for a long time. The subject matter is weird, but in some regards I was a better artist back then...








And.... bonus find....
probably... 2001?




Random things

If I neglected a new born baby like I do this blog, it would have died by now. Like nine months ago.



Art thing 1:


 Art glob thing 2:


Art splort thing 3:
(unused asset for game. Usage of grass texture is a no no for now so you get a nice, ugly tile up top)

island from drone2222 on Sketchfab.

20 February, 2013

Walk cycle

     Here's a basic walk cycle I did in December, rigged/animated by me, modeled and textured by Gav (Gavin Goulden). Model picked up from the Speed Animating thread on the Polycount forums - head here to see the other models by Gav (all available to download and play with), as well as the rest of the thread, which has some cool animations if you're into that.

     If anyone's interested, here's the rig file for Maya. It's kinda amateur in some parts, the vulture is a mess, but overall it's serviceable. It'd be awesome to see other people make some cool animations with a rig I made, even if it's kinda shotty...

12 February, 2013

Not dead....

     It's that time folks, for my bi-annual post! Though recent trends suggest annual. Will things be different this time? Will I begin to post more frequently now? Who knows! The most exciting part is the anticipation. What's so exciting about art blogs that update regularly, where you have a good idea of what to expect and when? That's predictable. If you want suspense ('What happened? Is he on a spirit walk? Did he forget how to read words?'), then this blog will deliver.

     Today I bring you a logo created for Sword vs. Axe, AKA SvA, a small studio in early production on their first game. For this I was given an initial concept to work from (the old logo) and a set of desired specs, such as the spinning compass, sword/axe entrance, specular flares, etc. This was quite fun to do, because I got to  model and sculpt, texture, light and animate, on a project that was small enough to stay interesting the whole time.

     I'm currently freelancing with SvA on their first title, so hopefully soon I can share what else I've been doing for them so far, that is related to the game itself. More updates in the near future, or possibly the far, far distant future. So everybody HOLD YOUR BREATH!

Company logo created for SVA, aka Sword vs. Axe. Handled all aspects, apart from original logo concept.

© 2012 Sword Vs Axe LLC

18 August, 2011

Portal Wedding rings 3D









So I know this is pretty nerdy, but I felt like modeling something and this seemed like it would be a fun and quick project. Haven't done anything in a while so I didn't want to go crazy.


All credit of the concept goes to ~yuumei -  here


Thanks ~yuumei for the concept and permission to use!

27 July, 2011

Random doodles

Well hello. It's about time for my bi-annual post! And for this momentous occasion, I have for you some random, inconsequential doodles that I did a long tome ago and forgot about till today.

11 January, 2011

So, I haven't updated the blog in quite some time. These are some random animations I've done fairly recently, and some that are pretty old. Not much more to add, except that I hope to keep up with it more in the future~~!













Possibly more to come, when I come across them...

EDIT: The video with Aurora Borealis looks much darker in these low quality videos, and although it was dark to begin with it was readable. I'll probably upload these videos to youtube soon and embed them for higher fidelity.

14 October, 2010

20 September, 2010

Quasai Final Short

Well, it's practically in presentable form. All I need to do is give it another run through in after effects to fix the title and add some credits, which leads me to the icing on the cake - a professional quality pass at audio from Mikkel Nielsen, a.k.a. Gim-audio, a sound designer from Denmark whom I've been in communique with since he saw my short and expressed interest. It's been a pleasure, and it looks like we'll be working together again soon, once my senior project gets into gear. Follow his blog and look at his other works here, at http://gim-audio.blogspot.com/.

Super excited to have him do the sound for our senior project short, which so far is coming together nicely. If we do well on our end, the addition of solid and effective sound could really push it to a high level of polish!

30 July, 2010

DONE DONE DONE!

I don't want to say much about it because I've been working at it all day everyday for the past few months, especially the past couple weeks, and now I don't have to. So that's nice. This isn't the final cut - it still needs a title, and it would be cool if I had some good sound to put in it.

But whatever, please enjoy and watch in HD!

EDIT: Btw, does anybody know how to get rid of the opaque parts in the O's of the shoddy Digipen logo provided for us? Or how to edit an .eps file?

19 July, 2010

More progress

Ok, so here's the scene almost completely finished. Still a few minor things to do, like the clock on the wall and some obvious texture stuff with the kid (eyebrows, gonna add some freckles). Lighting done, pretty much ready to animate, which I need to do in ONE WEEK. Because for some reason that's the only way I allow myself to work, on the wire.Unfortunately, I probably won't be able to have the depth of field which I really want, because it takes four times as long to render a frame. If anybody would be able to talk me through rendering z-depth and using it for depth of field in After Effects, that would be awesome!

Not only do I need to finish this this week, I'm also packing and moving before the 1st. FUUUUUUCCCCKKK MEEEEEEE!





12 July, 2010

Summer project progress

I haven't been posting nearly as often as I had planned to, and I also haven't been posting any process work for my summer project. Might as well start now! Currently I'm finishing up my skinning, and the next step is to make all the controllers for my rig (moving all the facial controls by themselves takes for ever and over the course of the animation could cause my character to drift off-model). I'm going to be using set driven keys, which will be a huge experiment because I've never done them before. I'm a little worried about that, but I can always fall back to keying everything by hand.


Texture work is minimal so far, most things are modeled, and the lighting is preliminary, so I still have a lot of work to do. Being able to pose the model is a big step though! Too lazy to explain what it's about at the moment, for right now here's two random poses :




26 April, 2010

PRJ 350 Final Update

Just a quick update, the final taken to finish. Added the mandatory DP logo, and some sounds as well. The main goal with the sound was the tree rustle; I noticed after I rendered that the tree shake was possibly a little too subtle for some to noticed so I added the sound as an audio cue.

PRJ350 Final

This is my 'final' for PRJ350. Not as happy with this as I could have been, apart from the obvious texture issues on the character. Next time I'll remember not to use a scene from the semester before, and to start from scratch. My scene hygiene was horrible just one semester ago, and the limitations imposed on the specific assignment that it originated from invariably carried over to this semester (unless I had started from scratch).

Someday I intend to fix the unwrap and texture that I lost halfway through animating, probably sooner than later depending on weather this will give me a passing grade or not.

Haven't posted in FOREVER... in the next few days though, I should be putting my stuff up, from classes and game team. For now, here's my final animation for ANI350.

25 February, 2010

ANI350 Dialogue test

This here is my (1st?) assignment for Ani350, a class specifically focused on animating with dialogue and later, with facial expressions. This first assignment was with a rig that didn't have much of a face, so as to focus on gesture to express the idea. I'm pretty happy with how it turned out, and am looking forward to the other audio clips we get to work with next assignment!


18 December, 2009

Cityscape


A project that I did not enjoy and could have done better on.

26 November, 2009

More progress....

The scene is getting closer, now all I need to do setting wise is add some muddy spots in the mid-ground and a pole for the swing in the foreground. Once animated, there will be particle effects for smoke coming out of the cottage, and for a mud monster that will rise out of one of the puddles. Oh and the door needs some texture as well.


Also, the clouds will pass by during the animation and the scene will go from happy and bright to a bit more ominous, sort of like the two images below (yellowy tint now fixed). Was messing around and I found that if you rotate the sky box, the HDRI image actually changes the lighting in the scene directionally, based off the image... or something like that. Don't really understand it but it's pretty cool! Also there will be some cloud alphas off screen to cast shadows.

One weird thing that I need to do something about is, from the images below, when it's darker the shadow is darker as well, which is a little odd.