I created this virtual reality (VR) demo for Tiny Island Productions using Unity3D. I was responsible for:
converting assets (downscaling animation-grade models and textures to real-time ones, preparing audio),
creating the set in Unity3D (importing and creating geometries, set dressing, lighting, particle effects),
implementing behavior of game objects in Unity (animating, setting triggers).
Animation and Rigging
Animation and Rigging for a Personal Project
I rigged and animated this model for a personal visual effects project. The mech was modeled by Michael Kingery. I unwrapped, textured, and set up shaders for the model.
Modeling and Texturing
Main Image
Presentation Shot
Construction Shot
Texture Sheet
Concept Sheet
Low poly character model intended for real-time applications, a personal project. I used different workflows for different models:
high poly character was modeled and textured in Mudbox;
high poly sword was modeled and textured in 3ds Max; and
high poly rocks were modeled and textures in ZBrush.
I then retopoed the models in 3ds Max and enhanced the textures in Photoshop. Presentation images were rendered using 3ds Max Standard shader and Scanline renderer.
Roundtable & texture breakdown
Design
Mech Design Commission
Commissioned mech designs for a turn-based game. The client requested the design to illustrate a line imaginary robots that is mass-produced, economical, and easy to maintain.
I drew the designs digitally in Photoshop. In the process, I allowed the client a few rounds of feedback and changes to get to the final version in a systematic way. Below are samples of feedback rounds. I drew changes for each round in blue to highlight what is new.
Alligator - ubiquitous, all-rounder model
Crocodile - next-generation model designed to replace the Alligator
Komodo - front line assault model with heavier armor
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