So, guess what? I am now a Chicago resident. YES. Where do I begin? Let's see....
1) The website is under a bit of a delay. My website maker lady had an unfortunate incident with her computer which makes it unclear as of now whether or not she lost all of her files. So I'm waiting to see how that goes. No idea on when the site will be up. I'm not worried though. It's not a matter of if, but rather a matter of when.
2) I've been playing the resume game, getting ready to apply to some companies. It seems that everyone wants something different in a resume, so that makes it tough. Just some tweaks here and there and they'll be done. Cover letters are another story entirely. Ugh.
3) I've started on another project. I've decided to visit some familiar territory this time. I'm doing some TF2 weapons! If you remember back to a year ago, I tried to work with the source engine and ended up scrapping that ctf map I worked so hard on. Compiling custom content for Valve's games is a nightmare, which is precisely why I gave up. But, long story short, I won't have to worry about that this time. You see, Polycount, the forum I frequent, held a contest with Valve recently that I really wanted to participate in, but couldn't because I was so determined to get the desert environment done. So now I'm going to do it on my own. Sort of my own little private contest. You make three new weapons for a class, and then send them in to Valve. Obviously, I can't get any sort of prize now, but I can send it in to them and have it put in the game. That's right. If you send them your own models and textures, they will compile them for you, and put them in your backpack so you can use them in-game. This kills so many birds with one stone that it's not even funny. Not even. I love TF2, it'll do a good job of replacing the laser rifle, which I am less and less happy with every time I look at it (though it's still not bad, really), and this will also show that I can do stylized prop work and not just stuff based on realism.
I've already got the concepts done, and I just started on modeling today. I'll post some pics when the models are ready, which will hopefully be soon.
Monday, August 30, 2010
Monday, August 9, 2010
2010 Demo Reel
That's right. After a year long journey with many bumps along the way, at long last my demo reel is DONE. It's hard to believe that it's been almost a year since I set out to get this done. Unbelievable. I must say that there's no way I could have done this without the support of my friends and family. In times where I got so frustrated that quitting seemed like the only option, they helped motivate me to pick myself back up, and I am extremely blessed for that. So, here it is.
All I have to do before Chicago now is put up the website, so look out for that sometime this month.
Cheers to progress!
EDIT: It appears that blogger hates my video and cuts off a part of it when I try embedding it, so here's a link: http://www.youtube.com/watch?v=mfThYDJJ3Cg
Make sure you watch it in 480P. Otherwise, it looks like crap. Hehe :P
All I have to do before Chicago now is put up the website, so look out for that sometime this month.
Cheers to progress!
EDIT: It appears that blogger hates my video and cuts off a part of it when I try embedding it, so here's a link: http://www.youtube.com/watch?v=mfThYDJJ3Cg
Make sure you watch it in 480P. Otherwise, it looks like crap. Hehe :P
Saturday, August 7, 2010
The Desert Sessions, PT. 9

1) Shack is done. No more boring-looking flat, purple and gray boxes.
2) Plane is done.
3) Tire prop is complete.
4) Ambient occlusion effect is working nicely for the outside, while the interior has very little, which looks best.
5) Water bottle shader is complete.
Enough talk. Onto the pics now:








Oh yeah, and here's the maps for it:
The rest of the pics are things you have already seen, but enjoy nonetheless:







87 diffuse maps
43 normal maps
26 specular maps
(That's 156 maps in total, if you like math)
114 props
87 materials
Alright then! What's the plan now? I'm going to finish the demo reel, of course. I need to optimize the level more, so the engine keeps a decent framerate, set up camera work, capture the video, make the wireframe shots, and edit it all together. From there, I give all of that stuff to my new website maker lady, Whitney Martin, whom I'm sure will do a fantastic job. When the demo reel is done, I'll make another post. Same thing with the website. So close to having this portfolio thing done.........
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