Environment progress!
Art of Janice Bell
Art of Janice Bell
Monday, September 23, 2013
Tuesday, July 16, 2013
Tuesday, June 18, 2013
Tuesday, June 11, 2013
Sunday, June 9, 2013
Tuesday, June 4, 2013
We got our internet in the new apartment set up today! So here's a break down of that shield prop I made a while ago:
I wanted to model something that wasn't super duper mobile-level low poly, but something that had a smoothly curved silhouette from most angles and also had that hand-painted texture stylization. I had a ton of fun with it and really like how it came out! The texture is displayed in Maya as self-illuminated (no lights), diffuse only.
Been trying to get back into doing speed paints and/or sketches every day. Recently I'm not too fond with how they've been coming out, but here's some older iPad doodles plus a "speed" paint I did a few days ago that ended up taking an hour and a half, and it's inspired by a concept piece posted on R3spawn's Concept Art dump thread on Polycount:
I wanted to model something that wasn't super duper mobile-level low poly, but something that had a smoothly curved silhouette from most angles and also had that hand-painted texture stylization. I had a ton of fun with it and really like how it came out! The texture is displayed in Maya as self-illuminated (no lights), diffuse only.
Been trying to get back into doing speed paints and/or sketches every day. Recently I'm not too fond with how they've been coming out, but here's some older iPad doodles plus a "speed" paint I did a few days ago that ended up taking an hour and a half, and it's inspired by a concept piece posted on R3spawn's Concept Art dump thread on Polycount:
Tuesday, March 5, 2013
Tuesday, February 12, 2013
Sunday, February 10, 2013
I have environment ADD lately. Decided the room was a bit much to try and tackle by GDC, so I'm participating in this month's "noob" challenge on Polycount. The environment is a manageable scale and I love that the whole community gets in on it.
Starting off with my tileable floor texture... Last bit I need is a height map and a decent UDK shader.
Starting off with my tileable floor texture... Last bit I need is a height map and a decent UDK shader.
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