Saturday

Interior

I really hate how the web/jpegs compress images. If anyone has tips on getting better quality dark images online, I'm all ears.
A few things I've been working on as of late.

Sunday

Siege Tank High Poly Rough

A larger update from the last couple. The model is getting near the end, but there are a few things I want to tweak or redo.



Wednesday

Tuesday

Siege Tank Rough

I started some work on a Siege Tank from Star Craft. Right now it's rather rough, but I'm working on it. I think I have the general proportions close to how I want them. The cannon barrel might have a bit too much detail for the current stage of this model, I was drawn into it tonight over other sections.




Friday

Viper

I got tired of seeing my Colonial Viper sitting as a work in progress. I'm calling it. I'll let it live or die from here on. I might revisit it, but for now I need to move onto something new. As for what to move onto I'm stuck between a few ideas. I can model an automobile, or a tank, or go back and do some more sketch work on my levels that I've started long before I should have.

Here are a couple types of renders. One is a very basic gray the other I added some color to the material. I can never get the renders to come out exactly how I want them to, I need to get some research done with that.


Thursday

Singularity/Raven Assets

With the release of Singularity a couple days ago (6/29/2010) I am able to display some of the work I did. Most of my work for Singularity was behind the scenes, so I can't display most of it. Frequently I was repurposing preexisting assets for other uses. Such as adding damage, adding control panels, or changing collision to be used within the multiplayer game mode . Near the end of Singularity's cycle I was also poly reducing assets to help increase game play value. Below are a few of the assets that I created for Singularity.










Monday

Sci_Fi

A bit of a sci-fi level started. Not sure how/where I will take this one. Most of the hall is set, just needs to be painted if I don't end up changing my mind on how it looks architecturally speaking. Also the lighting on everything needs another pass. There's a few issue's I've noticed while taking these screenshots. The room is pretty much all proxy at this stage. I threw on some of my base/repeatable textures to get a feel for things right now. I'm not sure if I want to keep the room clean or destroy it some how.


Additional Painting

A little more painting on the hammerburst. I've been a bit distracted lately to really get any of my personal work done. There has been some jumping around on what I'm actually working on. I've started a bit of a sci-fi level within unreal, continued work on my viper, as well as working for Raven Software.




Tuesday

HammerBurst Paint

I took a break from the Colonial Viper and went back to paint my hammerburst.


Wednesday

Colonial Viper WIP

I've added the wings, and worked up the body. Now I'm moving into the cock-pit and landing gear.


Saturday

Viper Engines

I've got the engines almost how I want them. I'm not completely satisfied with the exposed sections towards the front, but they'll do for tonight. I've been going off of the classic Mark 2 Viper and a few cues from the modern version as well. I haven't yet decided which wing set to go with, for now I have the classic ones proxied out.


Tuesday

A few crashes and corrupted files later and here I have my Colonial Viper Mark 2 Proxy.



Friday

Hammerburst 2 Low Poly

Here is my low poly of my Hammerburst 2. This image is taken from within the Unreal 3 Engine. Concept copyright Epic Games.

Saturday

Hammerburst

Here is my version of the Hammerburst 2 from Gears of War. (Concept copyright Epic Games)


Tuesday

Small Update

I've been moving rather slow on this particular piece. There's too many distraction around me right now. I reworked a few plates so they're actual plates instead of being carved in. I also added some of the finer noodley details. I might end up adding more of that, but I'm not sure how much I want to add before it looks like fluff for the sake of fluff. I have a low poly strap set added to the back and handle. I want to mess with it a little bit before I solidify that particular detail. Right now it looks exactly what it is, thrown on.