Galanthus Suites: Autodesk Maya 2016, Mudbox 2016 Polygons: 4774 Texture Sizes: 2048 x 2048 Galanthus was made for a project to create new League of Legends characters. I had a 10,000 quad polygon cap and managed to come in well under that limit. I have used a diffuse map, occlusion and normal map for carrying detail from my Hi-Poly model, in which detail was sculpted in Mudbox.
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Concept Art Suites: Adobe Photoshop CC, Hand-drawn sketches My project started from Pre-production planning with original character concept art, using pencil to draw my initial thumbnail sketches. I selected some of the ones that interested me the most and made more detailed sketches. Finally, I settled on the crab design as the game did not feature a similar character. I made a character model sheet by scanning and editing the design in Photoshop, making it ready to imported for 3d modelling. I also created a colour study to explore different variations for my character, similar to how League of Legends characters have different variations.
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Suites: Autodesk Maya 2016, Mudbox 2016, Adobe Photoshop CC Polygons: 9008 Texture Sizes: 2048 x 2048 This piece was created with the aim of practising a modular contruction method. Each piece is seperate and features textures made in both Mudbox and Photoshop. I used the project as a means to increase my skills at using shaders, utilizing the node based Hypershade in Maya to add gamma corrections and contrast to textures. In addtion to colour maps, I also created specular maps and the floor includes a normals map. When completed, I arranged the models to create the scene and set up lighting, including Maya’s glow effects and using area lights and spot lights. A low level ambient light helped provide overall light. 4
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Suites: Autodesk Maya 2016, Mudbox 2016, Adobe Photoshop CC This piece was created as splash art for my 3D character. I used the environment I created previously and imported my character into the scene in Maya. An extra light was added to help illuminate the character in the scene. Using Mental Ray the scene was rendered in about 2 hours. For post-production I used Photoshop to add filters to help lighten the scene. An emboss layer was used to help bring out some of the smaller details, while a Satin FX layer helped to bring the colours together. Finally, a cool blue filter was used to help offset the original warmer tone, provding a more neutral colour for the scene.
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Suites: Autodesk 3DS Max 2016, Mudbox 2016, Adobe Photoshop CC I used some models from a personal game project to create an assignment cover, using it as practice for creating an image with 3d components. The space ship was made in 3DS Max, and textured in Mudbox. The asteroid was made and textured in Mudbox, and I used the same model from different angles to make different asteroids. The starfield was created using various noise filters and blending modes, and the planet was created entirely in Photoshop, utilizing the FX systems. light reflections and the engine flare were airbrushed and layered into the composition. 8
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Environment Assets
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Environment Assets
Suites: Autodesk Maya 2016 Polygons: 3685 Texture Sizes: 2048 x 2048
Suites: Autodesk Maya 2016 Polygons: 5146 Texture Sizes: 2048 x 2048
The monster camp asset for the project was made using low poly modelling techniques, and uses procedural tiling textures for the sand and stone . It also includes normal maps for added detail. Rendering was done with HDRI lighting in Mental Ray
The Turret asset for the project was made and textured in Maya. The same tiling texture was used throughout all of the assets made in order to keep a sense of continuity. The same HDRI map was used for rendering, and was rendered again in Mental Ray. Glow effects were add to the crystals to give a sense of presence.
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