Tuesday, November 18, 2014

I'm trying to keep posting work from various classes that I've completed here at Full Sail, so here is some head sculpts that I worked on while taking Advanced Game Characters. I'm not that into character modeling, but I really had fun sculpting this.

Tuesday, November 11, 2014

I was finally able to get back on one of the lab desktops here at school to take some screenshots from the game level that I made here at Full Sail. I had the opportunity to work beside some very talented people, and the final product definitely shows. Monique Jachens, Shannon Ashley, and I modeled/textured everything. It was Shannon Ashley lighting skills, and Monique Jachens organic modeling skills that made the level that much better! Thank you guys.


















Friday, November 7, 2014

Heres some rendered images of the props that I had to make for my LVL class here.  As following: Log Bench, Clay Bowl, Clay Cup, Stick Hut 1& 2, Organic Lantern, Nest Bed with moss lining, one of my stone rubble variations, and a Organic Tree table.








Here is a material study that I did in one of my Texturing classes here at Full Sail. The project entailed creating a tillable brick, concrete, and asphalt texture. All materials have a Diffuse, Spec, and Normal present. This was actually some really good practice, and one of the more entertaining material studies that I've had yet.

Here are three of my BlockOuts that I'll be improving over the next few months. I choose to model a Barrette 50 Cal., The Commodore movie theater (Located in Virginia), and a Warhammer.  I will be posting updates as I go through the modeling/texturing pipeline.





Thursday, August 28, 2014

Here is my sci-fi crate that I textured in TPS. I was trying to make it seem like it was from the game Portal. It was created to either hold the cake, or turrets from the game. I really enjoyed working on this project, because I mixed stylized and photo manipulation forms of texturing.

Monday, August 25, 2014

Here is another first attempt at visual effects. In this assignment we were required to create a soft body simulation. I decided to pretty much melt a guys face off using goals. I actually ended up having six goals all together, because I was trying to compensate for the animation. Not that I thought the animation was bad, but I didn't think that the animation was enough. I originally had a completely different animation for the head, and it made the head swing back and forth. Yet when I pushed forward with the more complex animation the goals would move slower then the actual animation. So I simplified the animation, and I added more goals to compensate. I had fun with this project, and I'm pretty comfortable with how it turned out.