Monday, September 23, 2013

So, it looks like I'm super pervy, because the only 2D art I have in my 2D art section (Which is required by most job applications), is naked chicks. Which is like, the opposite of what I normally like in art. Not to say that I don't like this delicious-ness.

But yeah, here's a pin-up I did for the side of my mech, which I will be posting shortly. Doing a 360 turn-around, then I'll get back into applying to ALL OF THE JOBS.


Wednesday, September 18, 2013

Mkay, Legs are all baked out and the texturing process has started !

I'm definitely starting with dDo, just to get a quick base and some textural detail in hurr. Right now 2x2148 flats should result in pretty damn good textures. One for the legs, and one for the body/Weapons/Hydrolics/Bits. I'll definitely put a ton of work into the feets, as those will be the main focus, I think. We'll see how it goes from here..


Friday, August 30, 2013


Here's a fun little darksiders skull I did. I'll probably clean it up a little and add the bottom jaw later.







Monday, July 22, 2013

So, had a 5day art test. Here's a little recap:

The idea here was to create a damaged vehicle that had been left out for around a year.  Unfortunately, I was constrained to 13,000 tris, and 1x1024/1x512. I wasn't allowed to split up the textures, so I had to make due with what I had. 

Major Problems:
Most of the sun damage seems a little too saturated, but it was to be view-able at night as well, and I wanted the rust to read. The main problems are that the 'shell' seems far too thin and flimsy, and the explosion really has no form of direction. It was supposed to take place on the back right tire, but from everyone's remarks about it, it clearly doesn't read. Another problem (due to the polycount) was that I couldn't really make the engine what I wanted. I didn't quite have the tris enough to make a work-able looking dune buggy engine. I tried to get close, but I don't believe I was successful. I'm going to go back and maybe add another 512 to make this be what I want it to be.

WIPS:

5 Day Mark:

Tuesday, July 2, 2013

Cars



So, for one of my contract jobs, they're doing an event that's going to have a couple cars on the floor, and we need to do pre-vis for what it's going to look like for the client.

WHICH MEANS I GET TO DO SOMETHING FUN FUCK YES.

[cough] Anyways. Here's about 5 or 6 hours in. Unfortunately (kinda), I have to model the interior as well, so I doubt I'll be finishing at non-8-hour days. Hopefully I can get this mostly done, though - at least the exterior/tires. I plan to use a displacement map for the inside of the headlights, which should turn out looking pretty badass.


Oh, and more progress on this:
I sort of hated the firing mechanism, so I remodeled a new one, and did my best to mess with UVs to get the higher density mesh on the same sheet without ruining anything else. Haven't started painting the new additions, but it's fine for now.
Oh, and god those cracks don't make any sense. I'm just going co change them to rust.


Wednesday, June 26, 2013

So, here it is. I know there's a couple things that could really use some more work, but I need to move on.



Please excuse the God awful UVs -


Working on the main-hand. This'll probably be for a like.. Pirate-mage thing. Who knows. Waiting on fucking ADAM to get his ass into gear and get me some stuff. ;]


Monday, June 24, 2013

 Right. We're at 864 Tris, and the small ones have a 512 texture sheet. Larger have a 2048 (Original Size).

I'm just sorta trying to gauge my options with what I want to do. I'm partial to 2 and 5. Definitely not the final paint job. We're at 7 hours.

Thursday, June 20, 2013

Mkay, Today I have a little dump of what I've been working on - Still needs SO MUCH MORE WORK.
Hand painted textures take waaaaay longer. At this rate, I won't be finished by the time I need to. I'm going to spend tonight setting a schedule to figure out exactly what needs to get done to finish.

July 7th is my self-administered due date. It has to be finished by then. No more distractions. I'm getting this thing in engine before I'm allowed to sleep. I need a swaying flag, plant, shield, and tiling textures in and ready to be used.

Working on a shield that's going to be at the entrance- 4h mark:
920 Tris, Unlit, Diffuse Only.

Tuesday, June 18, 2013


Back in the swing of things! I'm still working on my C# game, and now I'm quickly going through Javascript (holyfuckthisiseasy).

Nothing really to report right now - I need to update my website and continue applying to places.

Friday, June 14, 2013

Super quick - still working.

This'll be for the side of the buildings, then I'll do another tiling texture for the beams.

Tuesday, June 11, 2013

Had an art test today - not really sure if I can say who with, but it was pretty challenging. They gave me something that I could work on for a week, and gave me 3 hours. We'll see if it comes to anything, but I feel like I did a decent job.

3min each. Just keeping up drawing every day. :]

Monday, June 10, 2013

More Progress:
I'm probably just going to leave the shapes really subtle, because I like it better that way.


This one was pretty quick - 1h or so?
Still playing with proportions for sexy ;3
Also, wtf hoofs? When I started, I just thought she had crazy long legs, but it looks like there's a hidden heel in there that turns the foot into a hoof?


Also. Texturing ! 

I'll probably add another leaf on the top that can be placed to a single square. The current texture needs a liiiittle work, but I think it's looking how I want it. I need to start getting stuff into UDK now. I've been really lazy about it.


Sunday, June 9, 2013

Drawwwinggggg:
So, I definitely fattened up the torso/hips. More sexy/realistic with a weighted booty.

Alright, I'm calling it for today. Here's what we got:



Saturday, June 8, 2013

Still working - Got a flag 'done.' Right now I'm playing with the idea of leaving in all my linework, then adding an outline in UDK. Sorta like Borderlands, but more pencil-like instead of inked. We'll see if that looks good. If not, Everything's layer'd, so I can remove/paint over the lines. 
As soon as I have the thing blocked out in UDK instead of Maya, I'll go about setting up some basic toon master shader and toon outline shader. I've already got the outline done, but I'd like to colorize it, which is what I've seen some people do. ..I'm not entirely sure how to do that, and looking at the material network sort of just scares me. I have no idea what's going on, which is pretty rare.

PIRATE FLAG:
As soon as I get the UDK level set up, and materials started, I'll get this animated using nCloth. Should look decent ?
Maya Unlit:

Textures:

Modeling:
Nothing nuts, but it's getting pretty close to concept. I think I'll start a thread on polycount tomorrow once I get the fence finished.

I'm not really sure how I'm going to handle the roof. I might just model and texture like 10 panels, then place them individually. Another option, which might save polys, is to high poly model all the panels, then retopo to a single mesh, then paint on that. We'll see.





Thursday, June 6, 2013


So, here's the progress on what I've named 'Pirate Island.' I'd like to a couple hero assets inside, but I'm not sure what, yet.

Block-out is turning out pretty good.

Currently:
-Spike-logs suck, they need to be toned up and pushed out waaay more.
-The middle square that has rope tied needs to be enlarged.
-The middle roof section building needs to be moved towards the center to counter-act the 10 Degrees that everything is rotating.
-The concave section below the tower probably isn't rotating outwards enough. Some of these proportions can really be pushed for a little more of a cartooney style.
-Bridge supports needs to be either higher or larger. Not sure, yet.

SO, here's the reason most of those lines are off:
The vanishing points in this concept drawing are ALL FUCKING OVER THE PLACE. It's gorgeous, no doubt, but GOD. None of these make sense. Super irritating, but it means I can fudge a lot of detail without hurting myself too badly.

Anyways, next step is adding the walls, then I believe I'm going to start really modeling out the roof. I'm going to try to paint THAT as closely to the reference as possible, then a lot of the other supports are going to be tiling textures of some sort.


Girls (10m each), AND A FUCKIN DRAGON RAWR:

Wednesday, June 5, 2013

Starting a hand-painted scene. Blackout is maybe 1/5th done. Unfortunately, I'm not sure who the artist is on this, but I'll keep looking...

EDIT: Artyom Vlaskin is the artist. :]

I usually try to go really minimal on my assets, but this time I think most structures are going to have whole texture sheets to themselves, Most of the walls will have a tiling texture, though.


Just a quick test to make sure my placement and scale is correct. I think each 'tower' should be out-turned a little bit more. I'm going to force myself to reaaaally get it close to the concept. I usually rush into the fun part of modeling/texturing before I get a solid block-out, so am training myself to get out of that bad habit.

Speaking of habit, my new favorite website is www.habitrpg.com. Standard gamify-your-life type to-do list, but in this one you get weapons and armor and pets and stuff. They just released a guild system, so you can get together with other like-minded people and meet others.

I've also got some high-poly fun things in the works that I'm going to bake down and rig. All mechanical - will post something when I have something worth showing.

Also, Horses, Giraffe, Lion, and ...chipmunk ? I'm not sure. 7-10m each.


Tuesday, June 4, 2013

Still working on programming. C# is actually pretty fucking easy.

So, the game is tamagatchi, but you also battle other pets. Your pets level up according to how much you use them, what innate stats they have, and how healthy they're kept over-all. 

The monsters will be out of legend (Things like Cyclops, Giants, faeries, dragons, manticore, cerberus, giant scorpion/spider/centepede, phoenix, wyvern, kraken, merfolk, etc)

There's a world-map that you can travel on that will eventually alter the environment and allows you to fight different monsters. The end goal is to release your pet to either save the world or destroy the world.

The final battle should be pretty fucking epic.

Currently completed:
-Randomly Generated Monster Pet
-Audio
-Menu/World Map
-Rock-Paper-Scissors Minigame
-Semi-Randomly generated pets
-SAVE FILE (.ini) with high score. Currently this loads your save whenever you open the .exe, and autosaves your game every tick (1second). They're both just functions, so I can call them anywhere.

Eventually:
-Multiple pets
-Multiple save files
-Badges for Achievements
-Upgrade your pet
-Unlock more minigames as you level (Hunting, Raid/Save Village, Destroy/Save World)
-Random Encounters/Battles

We'll see how far I get on this..

Saturday, June 1, 2013

Working on a little tamagatchi game, while learning C#. Doing pretty well so far, actually. :]

I'll have a playable demo sometime this week, probably.


Tuesday, May 14, 2013

So, another handpainted texture.

Not super stoked with how well it tiles. I really need to paint out the three big stones and turn them into smaller ones. That was mostly just me being lazy. =/

This took fucking FOREVERRRRR - something crazy like 6 hours. God. I'll be doing a cliffside face next, then a handpainted character, then his accompanying environment ! Hopefully.

We'll see.




Sunday, May 12, 2013

Handpainted Tiling Textures. :]

2048:
512:
512 Tiled 4x:

Friday, January 11, 2013

Sniper - Day 4

Alright, back in the swing of things once more.

Among other things, I'm trying to get this sniper rifle modeled out:

Current Blockout:


Here we are on day 4:


Unfortunately, I'ts been pretty slow going. I'm getting quicker again, though ! More Progress soon.