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2011 Demo ReelCheck out my demo reel for 2011 here. Thanks for watching!...............................................................................................................................
Lever Action Rifle![]() ![]() Tri count: 2,266 Based off of Marlin's .308 XLR lever action rifle. ...............................................................................................................................
Doomwagen for Unreal![]() Tri count: 9,406 Doomwagen is meant to be a main character for an Unreal game. Rigging for Unreal3 is finished. Most of the polys were spent in the rear on the tires and engine, since the model will be seen for the majority of game time from third-person perspective. ...............................................................................................................................
Bowl Fungi Rework![]() ...............................................................................................................................
Back Alley![]() ...............................................................................................................................
Stealth UH-60 Tail![]() The helicopter tail section left behind after the raid on bin Laden had a really interesting shape, so I modeled it. ...............................................................................................................................
![]() Some of the art I made for the game "Impact". Impact's development team consisted of eight people, and was made over three months. I was primarily the environment modeler for this project, but I modeled some static mesh assets too. ![]() ![]() Tri count: 2,619 I modeled and textured this "Bowl Plant" based on a quick sketch of the plant one of the other team members made. ![]() Tri count (combined): 1,620 A pillar and some rocks used throughout the level. I made a rock texture with deep cracks in it, applied it to a rough model of the rock, and then finished modeling based on the texture. ![]() Tri count (combined): 1,970 Everything in the main chamber had to be modular in case we needed to adjust where the bridges, ledges and doorways were. Once the final location of the doorways was decided I added edgeloops (all doorways throughout the level had to have a specific number of vertices) and cut the faces out. Given more time I'd have liked to go back and refine the doorways. ...............................................................................................................................
![]() COG was an original game idea I came up with to pitch to the game production class we have at the Art Institute. It was picked as the game we would develop. COG was produced by 24 people over a three month period. As the art lead on this project, I ended up doing a lot of really random things. Below are some of the things I worked on. ![]() Tri count: 1,568 Modular version tri count: 1,084 A modular boiler, which actually turned out to be a lot of different things in game. The concept shown on the left was drawn by Eric VanAllen. ![]() Tri count (combined): 786 A ways into development we realized we didn't have any floor pieces or building superstructure, so I whipped up this set of modular floor pieces and girders (not all are shown to scale). ![]() Shown here are a couple props I made texture maps for. The coal was modeled by Troy Montoya and the shovel and broom were modeled by John Schlicht. ...............................................................................................................................
DroidTri count: 5,854 A boss creature I modeled and animated for a game I never got around to making. The intro animation and idle animation for the boss encounter are seen here. The idea: The player reaches what appears to be a dead-end on a roof top, triggering this boss to hoist itself up from below. ...............................................................................................................................
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website and all images copyright © 2011 anne "zozer" julian unless otherwise specified. |