Showing posts with label artist. Show all posts
Showing posts with label artist. Show all posts

Wednesday, January 29, 2014

New Site Design


I haven't had a lot of time to work on the snowball kid, but I did do a few animations. The programmer I'm working with has imported these animations into his Unity scene and is currently getting the character to run around and toss snowballs and such. It's pretty awesome to see! I can't wait until we get a working prototype to the point where I can start showing it to people.

Over the past month or so I've been trying to finish up my Jason Frank model. Here are some pictures of [what I'm calling] the finished high poly mesh followed by my current progress with the textured low poly.

The biggest challenge with this (apart from getting his face to resemble the real person... (I've kind of given up in that regard)) is getting all of his tattoos correct. It took a while to ink the outlines to all of these things, but this is as far as I've gotten. I took some liberties with a portion of them; ad-libbing areas, as it were. Since this step of the texturing process, I have halted and proceeded on to rigging; leaving the rest of the texture work alone until I get the whole character posed and animated. Here's a screen-cap of my rigging so far:
I didn't know 3DS MAX bones could squash and stretch, essentially making working muscles! I found that out online and instantly through them into this model. I have only just started the skinning process so I'm still unaware of how well they are going to work. But my fingers are crossed.

The only other thing I've been working on is my new website design. I've had a number of people (most of them professionals) tell me that my current sight doesn't display my work as best as it could. Hopefully my new site will help make my stuff more appealing. This is my design so far:

 Above is the home page and then this will be the content pages.

I am trying to organize my work better (separating low poly characters from higher poly ones) and just making everything a lot more accessible. The only thing I have to do now is code it... We'll see how long that takes me.

I'm hoping to get this site finished soon so I can post all of the new models I have. Here are some renders of the new work I've either finished or am currently on working in my free time for Easley-Dunn Games:
This team of dinosaurs is going to be really cool. I'm excited to get back to work on them because I think they are going to end up looking really badass!

I've been rushing to get all of this done because my current job is making it increasingly difficult to have time to devote to this stuff. The sooner I can get my new site online, the faster I can start blasting out resumes to potential game industry employers.

If you are an employer or have a friend in the industry, feel free to pass my information along! It'd be very much appreciated.

Saturday, May 5, 2012

Cinco de MAYo

New demo reel is in the works. My gun from before will be a part (a prop for another character) but right now I'm finishing up this character:



He will be part of a 2 character set which will also include a dog (my first quadriped....) so I'm hoping that will work out well. My focus with these two is mostly animation. I want to have some nice facial expressions and fluid movement. This being my first venture into quadriped animation however, I'm not exactly sure how it's going to turn out.

All of my other projects have been side-lined for a bit. I realized a new demo reel is top priority since my current one is at least two years old.

Sunday, March 4, 2012

FLCL vs AT

So I jumped off the Power Rangers painting for about a week so I could take a break. Here is what I have so far.



I'm still not liking the proportions of his human form. I think his arms might be too short. Idk! I'll figure it out!



What I've been working on instead is some fan art that pits Naota and Canti from FLCL against Finn and Jake from Adventure Time. This took a lot longer than I had expected (about a week) but it's done now and I can move on with some kind of accomplished feeling.



I've got a lot of projects I'm working on or starting to work on. I've got my videogame project (which will remain under wraps for the time being), there's my demo reel which I've decided to scrap all of my previous ideas and think up some all new stuff. It's like a breath of fresh air! I will be using my gun too, so I know I have at least once piece already finished.



I would also like to start to do a web comic. I've had this idea for a while now but there is just never enough time to put it together. I want to draw a comic cover for the first issue just so I can get my feet wet. It's called the Budget League! It's a group of odd super heroes. Kind of cliche, but it will be fun! There's also a web series I want to start with a friend of mine. It's a comedy series following around Kirby creator Masahiro Sakurai as he attempts to create the new Smash Brothers game for the WiiU.



How many of this projects will come to fruition? Hell if I know.

Sunday, January 16, 2011

Finally finished this thing

Ok, this is just a quick update. I finally finished this character. He's fully rigged and skinned. 6708 triangles with 100% hand painted textures.


So, now I can move on to more important models. Top priority now is to finish the mobile crane for Flaming Brain studios. I have the high poly mesh started and the low poly mesh is all unwrapped, so it shouldn't take too too long. After that, my portfolio needs props. I'm going to be making a lot of guns and probably some blades and shit too.

Also, after looking at my characters, I need a hot chick, and a big ugly monster. I technically have those already, but I need "good" ones. I also need some cartoony characters, but that stuff comes after props.

Let's see how much I can get done as fast as possible!

GO!