Game Environment: Whittier Boulevard
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While interning at Pixofactor, I was charged with making a low-poly,cartoony environment based on Whitter Boulevard in East LA. Orginal concept by Jess Nastali.
Tools used: Blender, Photoshop. Lit and rendered in Marmoset Toolbag.
Specs: 46,960 tris. Mostly 256x256 diffuse maps.
Game Environment: The Librarian's Crypt
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A personal project, small environment in the style of World of Warcraft. "Post mortem libri sunt" is Latin for "After death, there are books."
Tools used: Blender, 3D Coat, Photoshop. Lit and rendered in UDK.
Specs: 24,771 tris. Various sizes of diffuse and emmissive maps.
School project, part of a set of characters I designed and modeled based on the Four Horsemen of the Apocalyse in a Western setting. This model won first prize in its category in SCAD's 2011 Entelechy student showcase.
Tools used: Blender, ZBrush, Topogun, Photoshop, xNormal. Rendered in Marmoset Toolbag.
Specs: 8,974 tris. 2048 x 2048 color, normal, specular maps.
Game Environment: Mystic Windmill
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A personal project, practicing with hand-painted textures.
Tools used: Blender, Photoshop. Rendered in Marmoset Toolbag.
Specs: 3,515 tris. Mostly 256x256 diffuse maps.
While at Pixofactor, I was asked to do some original concepts for the iPhone/Android game Gaslight. These paintings were made by first doing a rough blockout in Blender and then painting over a lit render in Photoshop.
Tools used: Blender, Photoshop.