A place to post my designs and work
This is an update to my Maya Castle… Added a Topo with Wood grain and an Ocean to simulate Blackwater Bay… Im still working with the lighting effects and hopefully every thing will work out soon.
So this is my recreation of the Red Keep from the Game of Thrones opening screen. I have been playing with animations and rendering in Maya lately. I had forgotten about this preview render I did until I saved a new one but the new ones include topography and ocean for my clockwork castle.
Urban Theatre Retro-ized, taking one of my projects from 3rd Year Studio and improving the presentation a little bit. Using one of Hogrefe’s tutorials, the goal of the image was to create an isometric image of my building in sketch up… well the Mac Rhino 5 doesn’t support .skp exporting yet :( so I had to make due with a quasi iso-parallel project that rhino sort of gives you. I added a plan of the site and surrounding buildings and overlaid some textures and colors to make it pretty. Cars helped add a bit of life in the 2d plans that made the background.
Day and Night
So these two photos are made from a mixture of Sketchup, Kerkythea, and Photoshop. Since I didn’t think to put all of my guides or line work for my project onto its own layer, I extended the lines via style options in sketch up to re-create the line work. By exporting into the free Kerkythea rendering program (available on Mac too) directly from sketchup, I created a clay model which I later super imposed the line work, colors, and effects that made the image. Inspired by Hogrefe’s blog, this is my first attempt at doing such an image. It can only get better with practice.
This is my world for my Grand Marais Minnesota house on Greenwood Lake. Using the Unity gaming engine, I tried to load in a 3d Max file unsuccessfully, however I was able to edit the model in unity to an acceptable level. Big lesson learned… CLEAN UP YOUR RHINO MODELS. Also putting things like carpet and interior walls on separate layers would be helpful considering that the materiality of the building applies to objects rather than surfaces. I added background music through the general unity settings (pretty easy), snow FX, smoke, flames, and fog to blur the edges of the world. it also helps cut down on the rigidity of the foliage generated in the distance. I’ll try to link the fileshare link soon, its only 65MB compressed.
My first portfolio…. don’t mind the cover page, its just a filler, never used on the real one
so i was playing with photoshop and watching tutorials made by Alex Hogrefe… pretty fun quick stuff… once you get it down at least. Above I have attempted to turn a sketch up model into a sketch type of drawing and the second one is an attempt to add grass.
oh wait… theres the zombies…. can you find them? :)
Ok so this is my attempt at creating a world in unity. I imagined a world with fields and mountains for a park visitor center that i designed when i attended UTSA. The world is very large. I created my own trees, worked with skybox in both ways to create one, lens flares, import in 3ds files, grass and water textures. I also used an asset to create a road going through the site. Sorry Tristan… no zombies… yet… was in the process of making them when my computer decided to go all whack. :P
My Garden of Forking Paths was inspired by the ever repeating coil of life. Within the coil are the heart shaped spaces which collide into one another, linking their arteries together and forming the path through life.
My iteration of the Library of Babel, a claustrophobic infinity of spaces in which people are driven mad by the endless search for the book that hold the secret to life.