Wednesday, December 16, 2015



For our last project we were assigned an outdoor scene with a few requirements. It required a well detailed tree, a bridge, water body of some kind, and a structure of some kind. I decided to go a different direction this time and try more a fantasy setting. 


After playing around with a few ideas I finally came to a scene I thought would prove interesting and challenging at the same time. In my haste though I did forget to add some kind of structure in my scene. Which I fixed in the grey box



After setting up a grey box scene I decided to set up the lighting to make things easier when I transferred all of my assets over to Unreal 4. I had wanted to make these textures hand painted to push the fantasy theme even further but due to time constraints I could not.


This is the final product in Unreal 4. The tree in the center was made in zrush then brought into unreal later. After playing around with the water I started to explore different ideas with the particles and came up with the idea of fire flies. Overall I was happy with the look of the scene but I will go through and try to increase the quality of the textures and lighting. 

Monday, November 23, 2015

Clue Mansion - The Study



For this Project we were assigned a random room from the boardgame/movie Clue. I was chosen to have the Study. Here are the reference pictures I used to get a feel for what to fill the room with. 


After creating an assets list I started to make a grey box of what kind of setup I wanted. It wasn't until I started making the assets that I wanted the scene to look like the man who owned it was obsessed with maps, cartography, and a treasure.


Not only were we tasked on creating all the assets and structure we also had to hand paint all of our textures as well. In order to keep this place looking old and possibly Victorian I created a cathedral ceiling with pillars, a fireplace, a kept all trim and supports the same wood color and texture. 


I decided to keep this scene in maya to get some nice looking renders out of it. After composting the separate render layers in photoshop this is the result:




Monday, October 26, 2015

Celtic Graveyard

Celtic Graveyard


For this project we were allowed to create any kind of civilization and turn it to ruin and try to tell a story of how that civilization came to their destruction. I wanted to do something out of the norm and have a supernatural reason for the civilization to be in ruin. What better place than a creepy church?

 I first started out grabbing reference and made an art board of the different pieces I found.

The next thing I did was create a grey boxing of the entire scene. I wanted the church to be the main focus so I perched it up on a hill with a small pathway to the graveyard. 



After that I started working on assets. The church was the main focus so it got a lot more attention to detail.



These are the final shots after everything was completed. The major challenges were scaling the assets to fit correctly and then filling the spaces between the assets. The rocks added in were standard ones in UE4 and the foliage is from a free pack I found on UE4's forum. One thing I couldn't get to work correctly were the decals. In order to show disturbance in the trail from the church through the graveyard I wanted a few scratches and spectral trail from a summoned entity.  

Wednesday, September 30, 2015

Monday, September 14, 2015

Concept Art

Borderlands Concept Art

Borderlands concept art over viewing module pieces.