Monday, 30 August 2010

Unity 3

For extra brownie points I imported the Splash Damage 3D model into the Unity 3 game engine, and set it up with collision detection, physics and lighting.

The free version I'm using doesn't give you the real-time lights necessary for simultaneous shadow and normal mapping, so I've included shots of the model running in separate modes below.


Sunday, 29 August 2010

Splash Damage 3D Environment Art Test

Been brushing up the old 3D skillz recently, to add another string to my bow. FPS favourites Splash Damage had an Environment Art Test posted on their site, so I thought I'd have a go. Modelling in Maya was straightforward enough, but I had to do a little reading up on UV-mapping, and creating normal maps.

Anyhow, once it was finished and lit nicely I was well pleased with it. Screenshots below.








Thursday, 22 July 2010

Jagex Art Test

I applied to for a concept design position at Jagex, and they got back to me with an Art Test featuring several briefs: create a variety of thumbnail designs for a water-magic using creature called "Slayer", developing one to a high standard; visualise a crypt from supplied floorplan; create a page of props to fill out the Crypt.

My final submission is below:




Wednesday, 10 March 2010

Final quad painting

The illustration in it's finished form. I decided to put the vehicle in a open setting, to keep the emphasis on the design. Putting the rider outside gave a clear view into the vehicle and simplified the process of finding a good viewpoint.

My final door design keeps the silhouette unbroken, whilst providing a practical way to exit the vehicle from either side in a crash (necessary in something compact, narrow and enclosed). Although such practicalities aren't strictly necessary in a virtual design, I feel they help to sell its plausibility.

The second picture shows the Maya model set up for paintover; the last image demonstrates how the design leans into a bend.