Tuesday, February 22, 2011

Uncharted 3

The last thing I worked on at Naughty Dog was the reveal trailer for the new game. A LOT of different people worked on this... concept, animation, effects, lighting, texture, props etc.

My small part was modeling the sand dunes...


Monday, December 20, 2010

Better late than never!

What with the new job and all I didn't have time to finish my Dominance War mini challenge before the deadline (even with an extension). I was so close to finishing though I just had to see it through. The base is a little too derivative of a Xenosaga concept I found, but I just didn't have the mental energy to come up with something totally original. The technical mandate for this is that the character had to be no more than 3000 polygons, and use one 1024x1024 texture for each map (diffuse, spec, glow) I split my textures into 4 512x512 maps.


Sunday, December 12, 2010

Uncharted 3

The last assignment I had at Naughty Dog before I left was modeling the sand dunes for the trailer. This was one of my most difficult challenges. To create something so randomly generated in nature yet with a distinct look everyone recognizes. There was a lot of iterations on this and ultimately it was handed off to be finished by another artist. I am proud of the final result and everyone involved did a kick ass job. The lighting, textures, effects, animation, all spot on.


Monday, December 6, 2010

Almost there!

So the deadline for the Dominance War 5 mini challenge has been extended 2 days, which means I have a chance to finish! All I have left is the base textures and presentation shots.

Wednesday, December 1, 2010

Tangled

Holy crap! I just got back from Tangled, and I can say without any hyperbole that it is one of my favorite CG movies, up there with Incredibles, and Wall-E. Not only was it gorgeous, but it was hysterical and moving. Disney finally hit it's stride with CG.

Anyway right before I left Planet Moon I worked on the video game for the Nintendo Wii. I got to model, texture, and light the Tower and valley. Now after seeing the movie my rendition hardly does it justice, but I still feel it turned out well.

When I was working on the game the movie was still called "Rapunzel"

Sunday, November 28, 2010

Dominance War 5!

So I'm doing Dominance War again, and for the pre-main event the challenge is to model a mmo resolution character. So 3000 polygons is the limit.

This is what I came up with.

The wall and floor are not part of the character and thus exempt from the poly limit.

Monday, November 22, 2010

I'm bringing the pain-ya!

Like CASTLEVANIA!

So I played the newest Castlevania, Lords of Shadow. While it is not a perfect game by any means. I really enjoyed it. So much so that when I finished it I wanted to make my own Belmont character.
Now I'm also very much obsessed with iphone gaming. I love the ps-one retro look.

So take one and add the other, and I decided to make a iphone Castlevania character.

I originally was only going to make just the character, which quickly spiraled into the character plus a base, which became the character, plus a base, plus Medusa heads (woefully absent from the new game).

I had a lot of fun on this and it really allowed me to learn a lot. I practiced my painting skills which have woefully atrophied in the past year. I keep the main character; Conrad Belmont at about 1000 polygons, and no texture is larger than 256x256.