Saturday, May 14, 2011

hand


well, made a hand, then lent out my usb to a friend so they could read my game design doc...they left town.  this is a sub par 30 min version.  I had no choice but to rush is the hand, because my final project was also on the usb.

Saturday, April 16, 2011

Group Project (Laser Cannon Feature)







I used the mental ray texturing again.  I will change this once we are putting everything together.  I was doing great on my poly count until I mesh smoothed the rotating base. about 2600 polygons. helix also had quite a few polygons.

Saturday, April 9, 2011

lantern (group)







well, I went a little nuts on the lantern.  not to say that it's all that good, but it is way too high poly.  I revamped it and made one with MUCH lower poly count and a futuristic sorta vibe.  Lots of arrays went into the high poly.

Sunday, April 3, 2011

Boolean, Terrain, Scatter



I made the 500! asteroids far too high polygon.  There is actually a glass shell around the planet that you can't really see. The background did have 1000 separate scattered orbs as stars, but I changed it out for a bitmap.

Saturday, March 26, 2011

griffith

http://www.griffithobservatory.org/pdf/GOMapBW8_5X11.pdf

Saturday, March 12, 2011

Lathe and Loft

It was supposed to be an axe, but for some reason I was having trouble mapping the blade. Lathe = handle, point on top, and the golden stand.  Loft =The hand wrap (helix, rectangle), the pick(star), and the hammer head(circle, square).  attempted three point lighting. had to close the hammer a bit, you can see the issue in the third picture down.  Haven't slept since I got off work at 3 am...it was fun though.

Saturday, March 5, 2011

Ammo lighting





I am not proud of these, I am going to need a little more time to tinker around with this system. I will probably repost improvements in the future, it is supposed to be sunset.