Showing posts with label "concept art". Show all posts
Showing posts with label "concept art". Show all posts

01 September 2013

Breaking the Ice

I realized just today that I hadn't posted this yet, I had "finished" it this past week after several critiques and wanted to show it off. So here it is: the ice rocket! Just in case you didn't know what you were firing I added a label, though that's really just for show in a menu or something. I doubt it will be visible within game-play.





This entry will make five items now that are modeled and textured with at least a diffuse[not counting the shield, I want to go back over that again].

[click the links below to view the related post]
low tech: turret
low tech: light plane  [scroll to the bottom]

high tech: turret
high tech: light plane

I just received a list of work for my internship, so I'll be heading back into the depths of that for a while. Hopefully I'll soon be able to show some of what we've been doing at L7, I hate that my blog has empty spots in it during the months I'm on the project.
At any rate, stay tuned and I'll keep you posted as to what I'm up to!

30 January 2012

The Year of the Dragon

Working at AlliedBarton is okay, though it leaves a lot to be desired as far as pursuing my chosen career path. Pretty much everyone I interact with doesn't even know how to spell it, but I have a feeling it'll be like that until I can get work at a game studio.
So here's this month's projects! I received another art test from Gameloft, this time in Canada, I got some work done on my first Fender Bender style vehicle, and I did a 2D background image for a friend working on a side scrolling game.

I was surprised when Gameloft in Canada contacted me with the same art test as their sister studio in New Orleans. But I gave it a shot anyways, and learned a whole bunch more stuff about 3ds Max. I used the same assets I'd already created, only tweaking them to fit more along the lines of mobile gaming. Then I even added a few simple bits here and there to help the scene close up a bit better. I never did manage to find time to show convincing rain like I am able to do in UDK, and I'm guessing that's one of the bigger things they take points off for. But it's all good, I didn't really want to move to Canada anyways. :)
Here's the render shot and video I submitted:

This is what 3300 triangles will buy you.


I tried to keep it around the same poly count and texture limits as our game, and to just have fun with it. I've labeled this one as the low-tech light plane, hopefully I'll get together a high-tech light plane before the end of February.

I was able to keep it down to the poly count limit we had for Fender Bender.

 
Since the game is still in concept phasing a lot could change, but I was really happy with the way the sky/background turned out.

I liked the way the heavy atmosphere looks, but it's still just a concept.

Stay tuned, and I'll keep working.