Wooden Cart
This was an asset made for the Booty Bandits project, as well as my first attempt at a textured model with a hand-painted look.
I used several references for old wooden carts from the 1600 - 1700s so as to get the basic design down. The texture I made following the style of Booty Bandits, allowing it to fit into the game should the asset be needed.
It still needs some work, namely rethinking the color choices for the cart and a variant for a broken cart. I want to make the piece look aged and used, instead of completely brand new. Id also enjoy adding some details here and there to give it more life. This asset will be added into the project once production work on Booty Bandits begins again.
I used several references for old wooden carts from the 1600 - 1700s so as to get the basic design down. The texture I made following the style of Booty Bandits, allowing it to fit into the game should the asset be needed.
It still needs some work, namely rethinking the color choices for the cart and a variant for a broken cart. I want to make the piece look aged and used, instead of completely brand new. Id also enjoy adding some details here and there to give it more life. This asset will be added into the project once production work on Booty Bandits begins again.
Assignment: Sting - Lord of the Rings
This was my rendition of "Sting" from the Hobbit and Lord of the Rings film adaptations. It uses NURBS and traditional polygonal modeling. Sadly is not yet textured.
This was done as a class project for a Tolkien Literary Studies class. It required several remakes over it's development due to hardware and design errors, and unfortunately fell into a time crunch. Textures and a sheath model were scrapped for the time being, to be revisited later on.
Further work will add in actual engraving in the blade and high details using zBrush. I fully plan to also continue the Lord of the Rings theme, and will model additional weapons from the film adaptation.
References used were a variety of images of the blade, as well as the films themselves for comparison.
This was done as a class project for a Tolkien Literary Studies class. It required several remakes over it's development due to hardware and design errors, and unfortunately fell into a time crunch. Textures and a sheath model were scrapped for the time being, to be revisited later on.
Further work will add in actual engraving in the blade and high details using zBrush. I fully plan to also continue the Lord of the Rings theme, and will model additional weapons from the film adaptation.
References used were a variety of images of the blade, as well as the films themselves for comparison.
Assignment: Hotel Lobby
This model is a representation of the Lobby of the Mandarin Oriental, Back Bay, Boston, Massachusetts.
The project was to cover an interior structure using Modular design. Requirements were to display knowledge of using modular pieces to make an environment, have high poly projections on low poly meshes, and use damaged modular pieces edited in zBrush. The modular model pieces were then uploaded into UDK and built there, with lighting added in to finish the playable environment.
I then followed through my next semester and created textures for the modular pieces. These had to be made by hand using photography shot by myself to fulfill the assignment, so I took images from my college dorm building and furniture. Once fixed up in Photoshop to be seamless they were able to work out really well in the scene. I kept the materials as close to the real-life structure this was built off of, though there are drastic differences in places. Most structure pieces were finished, while a few decorative pieces didn't due to constraints in time for the assignments. Lighting was troublesome in the engine, but after looking up how to make lightmaps properly and export them with the models, most errors corrected.
The project was to cover an interior structure using Modular design. Requirements were to display knowledge of using modular pieces to make an environment, have high poly projections on low poly meshes, and use damaged modular pieces edited in zBrush. The modular model pieces were then uploaded into UDK and built there, with lighting added in to finish the playable environment.
I then followed through my next semester and created textures for the modular pieces. These had to be made by hand using photography shot by myself to fulfill the assignment, so I took images from my college dorm building and furniture. Once fixed up in Photoshop to be seamless they were able to work out really well in the scene. I kept the materials as close to the real-life structure this was built off of, though there are drastic differences in places. Most structure pieces were finished, while a few decorative pieces didn't due to constraints in time for the assignments. Lighting was troublesome in the engine, but after looking up how to make lightmaps properly and export them with the models, most errors corrected.
Assignment: Vehicle
This model is my first vehicle I've made, done at the beginning of my third semester. This model originally was to introduce the class to NURBS and organic modeling tools.
I ended up being quite mediocre at the NURBS at this time, desiring to instead work with polygonal meshes as seen below. Mesh used the instanced duplicate special to provide a mirrored object that was then joined together in the end.
Normals were touched up to cover for the low poly of the model.
Model was originally a Dodge Viper convertible, but due to a lack in experience with organic modeling and modeling vehicles in general, the interior cab was replaced with a covered hard-top in order to permit a more finalized model for the assignment.
Final two images are the reference images used for the model.
I ended up being quite mediocre at the NURBS at this time, desiring to instead work with polygonal meshes as seen below. Mesh used the instanced duplicate special to provide a mirrored object that was then joined together in the end.
Normals were touched up to cover for the low poly of the model.
Model was originally a Dodge Viper convertible, but due to a lack in experience with organic modeling and modeling vehicles in general, the interior cab was replaced with a covered hard-top in order to permit a more finalized model for the assignment.
Final two images are the reference images used for the model.