Game Environment: Whittier Boulevard
While interning at Pixofactor, I was charged with making a low-poly,cartoony environment based on Whitter Boulevard in East LA. Orginal concept by Jess Nastali.
Tools used: Blender, Photoshop. Lit and rendered in Marmoset Toolbag.
Specs: 46,960 tris. Mostly 256x256 diffuse maps.
Game Environment: The Librarian's Crypt
Winner of the Blizzard Student Art Contest.
A personal project, small environment in the style of World of Warcraft. "Post mortem libri sunt" is Latin for "After death, there are books."
Tools used: Blender, 3D Coat, Photoshop. Lit and rendered in UDK.
Specs: 24,771 tris. Various sizes of diffuse and emmissive maps.
Best Character and Asset Design - SCAD 2011 Entelechy Student Showcase.
School project, part of a set of characters I designed and modeled based on the Four Horsemen of the Apocalyse in a Western setting.
Tools used: Blender, ZBrush, Topogun, Photoshop, xNormal. Rendered in Marmoset Toolbag.
Specs: 8,974 tris. 2048 x 2048 color, normal, specular maps.
Miscellaneous personal projects.
Tools used: Blender, 3D Coat, Photoshop. Rendered in Marmoset Toolbag.
While at Pixofactor, I was asked to do some original concepts for the iPhone/Android game Gaslight. These paintings were made by first doing a rough blockout in Blender and then painting over a lit render in Photoshop.
Tools used: Blender, Photoshop.