Wednesday, May 18, 2016

ArtStation Portfolio

Going to be using ArtStation for my portfolio from now on. Please click the image below to link directly to my page. Thank you.


Saturday, May 26, 2012

Tree Scene




Here's a tree scene I worked on recently. It's mostly made up of texture work. About 90% of the modeling work was provided to me. The parachute and the roots sticking out of the ground are the models that are mine. I do plan on adding a few more modeling details to this piece in the near future. I would like to have the foliage grow up over the barrels and tree base. The foliage looks a bit manicured atm. I will most likely have to make a few more plant variations to get the look I want.

All the texture work on this scene was hand painted and made to tile seamlessly. No photo manipulation was used for the textures and all but the leaf and plant textures were made using Zbrush and Photoshop. I used Maya's 3D paint tool to create the mask textures that allows the moss texture to crawl up the tree and over the other geometry. Each of the geometry pieces that have moss growing over it has a second UV set that I used to position the moss correctly. I lit the scene in Maya and rendered it using Mental Ray.

Sci-Fi Hallway







This Sci-Fi Hallway was created in about 2 weeks. I used the UDK to put the scene together with mostly basic materials. There are a few materials that are setup with reflection maps but other than that it's fairly straight forward diffuse, normal and spec. I used Maya and Modo for the modeling and texture bakes. The meshes are setup for modularity and easy duplication and reuse in the UDK grid space. I used Photoshop for all the texture work and I lit the scene using lightmass and a combination of emissive textures and fill lights. Unfortunately I don't currently have permission to post the concept art that I used for reference. I will add it at a later date if I get the okay to post it.

Friday, January 27, 2012

RAGE HD (Shipped IOS Game)



Rage HD is out now. The above shots are of the Aqueduct level that I worked on for the game.
The level was built almost complete from artwork from the Rage console and PC game. I merely "kit bashed" a lot of the assets together and worked with a designer on the level layout. I was responsible for all the lighting in the level and worked on creating different access points for mutants to spawn from i.e. cracks, pipes, and grates to name a few. www.idsoftware.com/Rage-Mobile

Tuesday, November 15, 2011

The site move

Finally got some of the new site moved over. I will start on the images next. Hopefully it won't take too long to get the images formatted to my liking.

Rooftop Environment (Another one in 2 Days)


This is an environment I made about 6 months ago. I figured it was about time to at least throw up a pic of this one. I created it over a weekend with concept art that was provided. I’m very happy with the way it turned out given the time constraints. I used Maya for all the modeling work and Photoshop for texture creation. The material setup and rendering was created in the UDK.

Silo



Finally got around to updating this piece. I’m still not finished with the textures but I added a bit more modeling detail where I felt it was needed. Still a lot of work to do on the textures which I hope to get to in the next few weeks.
Here’s a silo environment I created. I worked on this environment for about 2 weeks.
I used Maya for the modeling and Photoshop to texture, then assembled the pieces in Unreal UDK for the lighting and rendering.

UE3 Sewer Environment



Just finished this piece. I found the concept from game developer Splash Damage and I really liked it, so I decided to work on it in my spare time. All the images are from Unreal 3. I used Maya, Photoshop, and Mudbox for detailing out the different Static Meshes. The scene is made up of about 50/50 BSP and Static Meshes.

Mobile Command Trailer


This is a fictional Mobile Command Trailer used by investigators to collect and analyze evidence while in transit to different scenes. The trailer consists of all movable pieces that are attached to a single object that I animated with several matinees to simulate a truck moving throughout the city. The matinees are pumped into a random expression in Kismet that runs the different matinee animations for the trailer. I was responsible for a large portion of the artwork in the trailer including the lighting.

America’s Army 3.0




AA3 released on June 17th 2009. For anyone who doesn’t know what the America’s Army video game project is all about; the US Army uses the Unreal video game engine to train our soldiers and they fund the development of a public version of the video game to bring Army value to the public. Here are several screens of some of the levels I had the opportunity to work on. Enjoy! Visit www.AmericasArmy.com for more info.

Monday, November 14, 2011

Chenowth Buggy (2 Days of work)


Here we have a Chenowth Buggy I recently made. Looks unfinished I know. I had only 2 days to work on this one. I took 1 Day for modeling & UV’s and 1 day for textures. I’m fairly happy with how it turned out considering the time. There was still plenty of things I would have liked to do texture wise. I used Mudbox 2011 for some of the texturing process which is a great way to texture games assets. I highly recommend trying it out if one has access to Mudbox that is.  Other software used was Maya for modeling and Photoshop for additional texture work.

Sunday, November 13, 2011

M1A2 Abrams





Model of an M1A2 Abrams tank that I did for a future training scenario using Unreal 3 game engine. I used Maya for modeling and Photoshop for textures.

Friday, June 24, 2011

First Post!

I plan to move over my current website to this blog in the future.