GCU Art Portfolio
DiGitAl DesiGn: AnimAtion
3D AnD ConCePt Art
DiGitAl DesiGn: AnimAtion
3D AnD ConCePt Art
This project was the final part of a semester long series of projects. The other projects were on making a hard surface model, a head and a character, rigging them, and posing them. This project took all of those and combined them into a mini environmental scene. From props to texturing and lighting everything was done by me. I was able to put my skills to the use by adding in geometry for plants and additional assets to fill the scene
This hard surface model was referenced from the hunting rifle used in the video game The Last of Us Part 2. This higher poly model was modeled in Maya and textured in Substance Painter. All of the pieces were modeled individually so that they could be rigged and animated for use in a game.
This sword and scabbard are a custom design by be and the sword is able to separate into two lighter swords. These swords and scabbard are all enchanted with ice and fire magic giving them a wide array of effects and possible attacks. The scabbard is made to close automatically when the sword(s) is put into it.
This is a heavy fantasy styled crate designed to protect important goods. It has a magic seal that allows it to open and close.
This project was to work with textures and lighting. I started by modeling the box, and then I moved the box into blender to sculpt the details into the metal and wood. After that I moved it into substance and baked the details and textured the box. I then set up the lighting and renders in Maya.
These Thumbnails were an experiment in learning composition and lighting in 2d paintings. I timed every one of these to a song, so the average time for each of these is about 3 minutes.
This project is a large project that I am doing on my own so that I can show a full and expanded process of how I go about creating concepts and working through iterations. Most of this work is done in my head, but due to feedback I decided to make a project where I would show the full process from idea to completion.
The eventual goal of this project is going to be making a game and animation ready 3D model of the final vehicle choice along with splash art and a full concept page explaining all of the details about the final vehicle.
Phase 1: I take the general idea and references and explore completely different concepts related to the theme or idea. During this phase I do a lot of thinking about how the vehicle functions.
Phase 2: I select five of the ideas that I like the most or work the best from phase 1. I then make three different designs from each of those concepts.
Phase 3: I then take the three best ideas from phase 2 and I sketch details and create a side view. This lets me figure out details and other ideas related to the vehicles.
This Jungle skiff is not designed to go in the water but instead to hover over the jungle and be a vessel for going out and collecting resources and samples for research outposts and larger research vehicles. It is able to have a crew of 3-5 people and is a small craft. Its solar sails allow for propulsion above the trees and they charge the engine ‘oars’ for propulsion.
This mass-produced 1 seater speeder is the perfect and cost effective way to explore the galaxy. With modularity and an easy manual for self repairs you’ll never need another ship. It includes weaponry, storage space, subspace engines, and even a low class jump drive.
A racing bike designed for maneuverability and speed across all types of terrains is not only for the high octane racing enthusiasts but also for anyone who needs reliability, speed, and style. With different modes you can adapt the bike for speed, fuel efficiency, or normal travel whether you are gliding over fields or zooming through city streets. Equipped with a Hyperion Drive Core you’re sure to never run out of power.
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