Fire sprite sheet was generated by Positech Games' neato Explosion Generator.
In process and various projects by Sydney. For full portfolio see: http://72pinprotagonist.weebly.com/
Sunday, December 29, 2013
Burning Barrel
Pretty sure the 'Hello World' of the VFX industry is setting things on fire. So made some fire in UDK's Cascade engine, which as expected was infinitely more robust and customizable than Unity's Shuriken. Though I'm glad I learned on Shuriken first.
Fire sprite sheet was generated by Positech Games' neato Explosion Generator.
Fire sprite sheet was generated by Positech Games' neato Explosion Generator.
Friday, December 27, 2013
Crate Teleportation
Finished effect in AfterEffects. Did some color correction so the crate looks like it fits in a bit better.
Monday, December 23, 2013
AfterEffects Teleportation In Progress
Following along with an AfterEffects tutorial on Digital Tutors making an alien teleport around. Except I wanted to use my own footage and not use any of the supplied files so I'm teleporting a crate into this shanty town.
Emergency supplies or something. From space.
Emergency supplies or something. From space.
Wednesday, December 18, 2013
Thursday, December 12, 2013
Thursday, November 21, 2013
Tuesday, November 19, 2013
Sunday, November 10, 2013
Space Shooter
Another simple shooter game, this time in space.
We were given the space ship asset and told to make suitable space effect, and I took it a step further and created some gameplay elements.
The shield shader is from the Unify Community Wiki all the rest of the particles were done by me.
We were given the space ship asset and told to make suitable space effect, and I took it a step further and created some gameplay elements.
The shield shader is from the Unify Community Wiki all the rest of the particles were done by me.
Wednesday, November 6, 2013
Brazilian Slum Buildings
Very basic low poly building made to be stacked and swiveled to make an entire city:
And a render in Marmoset of a cityscene:
And a render in Marmoset of a cityscene:
Monday, November 4, 2013
Lake Shader
Short clip of the lake shader I made last semester.
Thursday, October 31, 2013
Wednesday, October 30, 2013
Floating Tower
Midterm project. We had one week to model and texture a floating tower using modular pieces. All pieces snap together vert to vert.
This scene uses 14 unique models (including the flags)
This scene uses 14 unique models (including the flags)
Thursday, October 17, 2013
Tuesday, October 1, 2013
Texture Editing
Our project this week was to take someone else's hallway and then muck it up via texture without changing any of the geometry.
Here's Donato's original hallway:
I decided I wanted to make it look like it had been attacked by sentient alien goop. So here's my take on it:
Here's Donato's original hallway:
I decided I wanted to make it look like it had been attacked by sentient alien goop. So here's my take on it:
Tuesday, September 24, 2013
Sunday, September 15, 2013
Unity Particle Effects
Some very simple particle effects. I'm pretty happy with the acid cloud.
Tuesday, August 6, 2013
Final Project
For the final we had a week to make and texture a scene using all the things we've learned this semester.
I decided to change up the water/rocks scene and add some grass to it along with modeling some props to make it interesting. Here's some in progress shots.
I decided to change up the water/rocks scene and add some grass to it along with modeling some props to make it interesting. Here's some in progress shots.
Tuesday, July 23, 2013
Blend Shaders
Made a bunch of blend shaders this week. Started with lava but got pretty frustrated trying to get the lava to look like Lava, I think it's a lot more advanced than I thought it was. Moved onto water and snow which were infinitely easier and look a lot better.
Normal and Diffuse for the water shader.
The snow shader, attempting to blend using a height map. Kind of successful but needs more work. Was going off this tutorial, which inverted everything, but that seemed unnecessary so I changed it.
Normal and Diffuse for the water shader.
The snow shader, attempting to blend using a height map. Kind of successful but needs more work. Was going off this tutorial, which inverted everything, but that seemed unnecessary so I changed it.
Friday, July 19, 2013
Height/Slope Blending
I wanted to do something a bit different than the standard mountains with snow on them for height blending. So I made this volcanic environment.
I took a height map from Google Earth of a canyon in Egypt and another of a volcano and blended the two together. Then I made textures for obsidian, a red glowing obsidian type rock and ash for the top.
Here's the material editor for this. It looks like a lot but really it's the same thing repeated for the spec, normal and emissive channels.
And a close up.
Here's the material for the lava surrounding the volcano.
I took a height map from Google Earth of a canyon in Egypt and another of a volcano and blended the two together. Then I made textures for obsidian, a red glowing obsidian type rock and ash for the top.
Here's the material editor for this. It looks like a lot but really it's the same thing repeated for the spec, normal and emissive channels.
And a close up.
Here's the material for the lava surrounding the volcano.
Saturday, July 6, 2013
Projected Couch
Here's the couch I made yesterday, in all its 131,060 tri glory:
Brought it from Max into Maya to make a low poly cage for it, down to 2737 tris, then projected the high-res one onto the low for the normal maps.
Here it is in UDK (I haven't textured the legs yet):
Brought it from Max into Maya to make a low poly cage for it, down to 2737 tris, then projected the high-res one onto the low for the normal maps.
Here it is in UDK (I haven't textured the legs yet):
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