Wednesday, January 23, 2008

Practice Gym

This is a practice gym I've recently modeled. The green areas of the wall are set to change to the primary color of the team/school you've chosen to play as. I used our ceiling girders at the hanger as reference.



Office Backdrop Interface

This was a menu interface environment with a n animated camera. All the textures are gray & the geometry has vertex alpha. The screen takes on a tint from the primary color of the team/school you've chosen to coach in legacy mode. With that said, I don't know what school is "olive drab", but I think this just read better on my screen than some colors.

Trophies & Arena Replicas

These are some trophies I modeled mapped & lit for this years College Hoops 2k8. The first image is a screen shot from a 360 test build & the remainder are screen grabs from Maya. I tried to re-use wood & stone textures for multiple trophies & I lit most of the trophies in the same scene to generate a single ambient occlusion & lightmap so my scene didn't exceed its load size.






2K7Campus Store

These were all captured on an XBOX 360 test build. I designed, modeled & texture mapped this environment where you could unlock several game play modes & items as well as play a little air hockey.

Artist Winston Chen later added the light & ambient occlusion maps.





"OZ" concepts

A few artists at work have been getting together once a week at lunch to show concepts we've done for a couple iconic stories. This is a great way to hone skills that aren't being used much on sports titles we help produce. This was my take on the leader of the flying monkeys from wizard of Oz.

Sports Logo Designs

These are a couple logos I did recently for a create a team feature from a list of fictitious school mascots (River Rats & Goblins). These were fun to design. I hadn't had the opportunity to work in Illustrator in a long time. I limited myself to a maximum of four colors plus black & white. I'd like to do more of these for fun. I think it would be a good idea to limit myself to less colors in order to strengthen my design skills.

Chunky House, Well

These were a couple environment assets for the same project. I think my Art Director (amongst others) was enamored with the style we'd seen in the screen shots of the then yet to be released World of Warcraft. These aren't quite as stylized, but I've employed a slightly chunky look with exagerated tapering.

Horses









These were for the same aforementioned MMORPG (Ninth Domain was the working title). I had a budget of slightly over 2000 polygons (tri's) for these babies. I modeled the Clydesdale first & then adjusted the proportions for the trimmer horse on the right. I used the 3d paint tool in Maya to rough out the textures & then polished them in Photoshop.


Bug & Bucket-head










These were a couple characters I'd modeled for a never to be released MMORPG I worked on in 2003. It's a shame. It was sort of a dream team of artists I'd never worked with in my years at Sierra On-Line.

These are fairly low poly. The bug creature is aprox. 1400 & the big metal guy is slightly heavier. These were a couple of the 1st models I'd done (for production) since switching from Max to Maya.

Dog concept & model












This was a dog concept I did for a job submission. After approval, they (Konami) asked me to model the dog using a specific poly count & specific number of texture maps & sizes. I'm guessing it was something like 1200 faces. This was back in 2002. I think it landed me a phone interview but I didn't get any further. Anyway, I went ahead & made a little alley environment to do a walk cycle in. The animation is nothing to write home about, but it gave me a chance to make a mini environment based on some of the alleys I'd traversed in Santa Monica.