2012
01.20
In Art

Just a quick piece i did with the Lasso Tool in photoshop when i was snowed in

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I like em Trees!

Another attempt at painting trees

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2011
12.27
In Art

Update on this old torn up building.

Reference

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Renders

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2011
12.26
In Art

Low Poly tires to be added to a junkyard scene that i’m working on.

Modeling, Lighting, Texturing and rigid body dynamics done by chidomo.

 

2011
12.13
In Art

FlowPlay Pre ndered  backgrounds

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Created a series of backgrounds for the online social title OurWorld. completed 2 exteriors and an interior environment (more imaged to come.  Modeling texturing and lighting.

 

 

 

Just a little something i’m working on.

2011
10.23
In Art

One of my tasks on this track was to go in and see what areas could be “improved” or given a face lift. This was all part of optimizing the track. I resized lightmaps, consolidated textures, fixed or adjusted specular maps, and assgined vertex lighting in areas where there was “flat” lighting and where a light map would be inefficient. While doing all this i noticed that the tarp on the left side of the track was a flat color. this is a track with lots of sunligh and bloom. I realised that there would be some translucency or sorts happening on this object. the texture was unique to this area and was rather small 256×256. I pinged the Art lead with a mock up and how the improvements would look – all at no performance cost!  He was rather excited and told me to PROCEED! :) . see below for the before and after shots. Area on the left.

 

2011
10.21
In Art

Work in Progress -

Just random stuff I’m working on to keep my skills sharp and to expand said skills.

A description for each pic to follow.

High Poly Robot – ill eventually finish the modeling on the arms, and legs then retopo this model for some UDK and normal mapping goodness. i’ll up the concept art and respective credits once i’m done.

 

 

2011
02.02
In Art

Modular Building


Fairly low poly building made from modular assets, lego like pieces that snap into place. All pieces were built on the grid and to scale in 3Ds Max. This allowed for easy assembly in the UDK. The color map size is 1024×1024, additional maps were LOD biased down to 512×512. Some pieces were built and then their back faces deleted for performance issues. These could have been left intact depending on where the modular assets were placed. Skydome uses a 1024×1024 texture. All models, and textures were created by Chidomo.

2011
02.01
In Art

a simple scifi corridor I made. the goal here was to play around with lights and shaders in the Unreal Development Kit and to milk my textures as much as possible! Please check out the 3D section for more images and breakdowns of this corridor.


Corridor break down. Shows Shader complexity, unlit, wirframes , simple and complex lighting.

 

2011
02.01
In Art

Hi! Trying to move the entire site over to WordPress! Let’s see how this turns out!