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.
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.
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.
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.