2 days until it's been a year since my last post. But this is mainly just a portfolio, so timing doesn't much matter. But wanted to post a few new things that I've been working on the freshen the place up a bit.
Been working for Concept Softworks for a while now. I built the models for their Super Drop game, now available on Google Play.
https://play.google.com/store/apps/details?id=com.conceptsoftworks.dropper
I'm still working on models for their upcoming title, "Realm of Kingdoms" which should be coming to alpha in the next couple of weeks.
https://www.facebook.com/realmofkingdoms
Low poly trees
weapons
A target to show off some texture work
And I'm developing with my buddy, Aaron Wasmer, a VR game for the HTC Vive. Here's a shot of a metal detector that is currently a WIP. It's modeling is done, but it needs to go through some serious texture work before being added to the game.
Sunday, May 1, 2016
Sunday, May 3, 2015
I haven't posted in a while, but I've been busy. I'm currently working with Concept Softworks to build assets for Realm of Kingdoms.
All of the above buildings are custom modeled in Shade 3D and rendered in the Unity 4 Personal.
I've also been busy building assets for my own company, Dikaios Studios, and our game Knights of the Apocalypse.
The top two are by Mixamo Fuse. The bottom is custom modeled in Shade 3D.
Tuesday, December 23, 2014
Picked up Allegorithmic's Indie Pack.
I picked up Allegorithmic's indie pack while it was on sale on Steam. Went through Digital Tutor's tutorials for them in order to hit the ground running with them. I have to say that I'm very impressed. I wasn't expecting this much from the program. I thought I was good with Photoshop, but adding this package to my workflow is going to speed things up tremendously. Here's my rendition of DT's worm:
Looking forward to seeing what I can do with Painter on the Dreadnought.
Looking forward to seeing what I can do with Painter on the Dreadnought.
Tuesday, October 14, 2014
Some work pictures.
Adding a few pictures of some work I've done, so that I can have something to show.
A nicely finished wooden cross.
Castle Grayskull from Masters of the Universe
A stopwatch built in Maya, from a Tuts+ tutorial.
Built that same stopwatch in Shade 3D.
Working with applying text in Zbrush, and creating a normal map from it.
Temple game asset.
Temple asset in the Unity 3D Engine.
Sunday, August 31, 2014
My Shade 3D Art of War Entry.
This is my entry for the Shade 3D Art of War contest. It is a dreadnought from the Warhammer 40,000 universe by Games Workshop. It's built with all quads, and animation rigging friendly. If I win the contest, I'll get a free upgrade to Shade 15 Pro when it releases.
Main model built and rendered in Shade 14 Pro.
Purity Seals built and textured in Zbrush and PhotoShop.
Skulls built in Zbrush, retopologized with TopoGun.
Main model built and rendered in Shade 14 Pro.
Purity Seals built and textured in Zbrush and PhotoShop.
Skulls built in Zbrush, retopologized with TopoGun.
Here we go!
I'm getting ready to launch my first items on the Unity Asset Store, so it's time to get a website and internet portfolio up and running. On my site I'll be posting examples of my work, links to my work, links to items I have for sale or for free, tutorials, and links to other pages that I enjoy, and the occasional post about my master and savior, Christ Jesus. Everything I work on is meant to glorify him in one way or another. Though my work may not always be overtly Christian, any talent and skill that I can attest to is a gift from my God.
With God's blessings, perhaps my work can make an impact in the CG world.
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