Just figured I would make a little post about what's going on.
I started up at Bungie again as a Contract 3D Artist doing props for Halo: Reach. I joined up with 9 other guys in a separate building from the main studio. So far everything's been going great, and I really like how this project is looking already.
I really need to update my art section on my site, but I kind of have to wait, or want to wait on that until I can show my stuff from ODST this fall.
Other than that, nothing else has changed much. I have a new art director which is cool, it's nice to meet more of the Bungie team. We also have a new Associate Producer, who is a girl, which is also very nice, ha. Not too many of them around at work :(.
Sunday, June 28, 2009
Monday, May 25, 2009
Update
Sunday, May 24, 2009
Small project
Sunday, April 5, 2009
Sandbag Update
Sand Bags (1st Pass)
One of my roommates requested me to make some sandbags for Unreal for a map he's making. So I made 3 differen't versions and combined them into 1 map, then rotated and adjusted them all to make this wall. I need to add more dirt/grunge on the texture yet, and do a possible spec map, as well as tweak the placement/pose of the bags.
Thursday, April 2, 2009
Wagon Wheel
Another quick object I did and threw into Unreal. The textures look somewhat muddy... there 1024's too.. I think partially it's from the DXT compression Unreal does, but also just the fact I could have unwrapped my lowpoly somewhat better.
I brought the highpoly into mudbox for this one and sculpted the wood grain and some other dings and marks.
Edit: I added a detail normal map to the shader, which helps alot. It at least helps to make it look higher rez and not so muddy.
New Version:

Old Version:
I brought the highpoly into mudbox for this one and sculpted the wood grain and some other dings and marks.
Edit: I added a detail normal map to the shader, which helps alot. It at least helps to make it look higher rez and not so muddy.
New Version:

Old Version:
Sunday, March 29, 2009
Balloon Update
Well, I've been doing more playing around with the Unreal shader nodes, as well as doing more research and learning new techniques in Photoshop. Here is the updated model. I am probably done with this now. It was more of a test object than anything really. Now that I know more about Unreals rendering methods and just how to go about these things in general, I should be able to do something more interesting.
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