Dominic German - Environment Artist
3D Modeling Portfolio
Friday, May 6, 2011
Wednesday, March 30, 2011
Ferarri Enzo Production
This is one of three cars I will attempt to put into the game engine. They will be located infront of the hotel in varied colors.
*Side note* I've decided to cut down the amount of playable area to the hotels and the small lake area that is directly behind the hotel. This is going to allow me to increase the detail of the environment I can create with the time I have.
Wednesday, March 2, 2011
Wednesday, February 2, 2011
Developements 2/2/2011 (outline, sketch and texture overlay)
Above is an image of the overall layout of the level. There are places where the level will be viewed
with composition aka "beauty shots". Level boundaries included.
Below is a sketch of what one of the beauty shots will look like. A texture overlay helps me decide what textures the different elements of the image will have. Also this is a
way to decide what level of composition will be present at key areas where character stops.
New project (Neo Austin) - 3D production, Colin Blankenship
I. Level Environment and Objects
A. Basic level layout (3 hours)
Outline (2 hours)
Buildings (.2 hours)
Trees (.2 hours)
Grass (.2 hour)
Containment Objects (.2 hours)
Dynamic Objects (.2 hours)
B. Tutorials for: Trees, grass, dynamic objects (4 hours)
C. Basic features of environment and objects (28 hours)
Effect Hours Total
Buildings (6 hours) [basic component modeling of pipes and proper dimensions]
Trees (4 hours) [size and shapes, 2 models, 2 leaf types 2 textures for each]
Grass (2 hour) [2 patches, dirt level texture]
Containment Objects (6 hours) [road blocks, bridge, sign samples]
Dynamic Objects (12 hours) [TVs, kitchen, couch, fridge]
II. Developed textures and models for environment and objects
A. Simple textures on walls and basic environment models (18 hours)
Buildings (4 hours) [windows, pipes, walls, wear n tare]
Trees (2 hours) [alpha textures and bark]
Grass (2 hour) [different color patches, alpha text]
Containment Objects (4 hours) [Buildings and road blocks]
Dynamic Objects (6 hours) [guitars, TVs, kitchens and couches]
B. Making simple destructible physics on chosen environments (7 hours)
Buildings (1 hour) [cracked breakable walls]
Trees (1 hour) [bark falling, branches breaking]
Containment Objects (1 hour) [sides of degraded buildings]
Dynamic Objects (4 hours) [guitars tv breaks]
C. Developed lighting and texture (light reflections, illumination) (5 hours)
Effect Hours Total
Buildings (1 hour) [Texture specularity]
Trees (1 hour) [leaf specularity vs bark bump mapping]
Grass (1 hour) [realistic patches and reflectivity]
Containment Objects (1 hour)
Dynamic Objects (1 hour)
III. Animated textures (small animated textures), Destructible key objects (windows especially)
A. Animated TV sets (duplicated throughout), moving clouds and daylight changing effects. (6 hours)
TV sets (2 hours)
Clouds (2 hours)
Daylight (2 hours)
Part 1: 35 hours
Part 2: 30 hours
Part 3: 6 hours
Total: 71 hours
A. Basic level layout (3 hours)
Outline (2 hours)
Buildings (.2 hours)
Trees (.2 hours)
Grass (.2 hour)
Containment Objects (.2 hours)
Dynamic Objects (.2 hours)
B. Tutorials for: Trees, grass, dynamic objects (4 hours)
C. Basic features of environment and objects (28 hours)
Effect Hours Total
Buildings (6 hours) [basic component modeling of pipes and proper dimensions]
Trees (4 hours) [size and shapes, 2 models, 2 leaf types 2 textures for each]
Grass (2 hour) [2 patches, dirt level texture]
Containment Objects (6 hours) [road blocks, bridge, sign samples]
Dynamic Objects (12 hours) [TVs, kitchen, couch, fridge]
II. Developed textures and models for environment and objects
A. Simple textures on walls and basic environment models (18 hours)
Buildings (4 hours) [windows, pipes, walls, wear n tare]
Trees (2 hours) [alpha textures and bark]
Grass (2 hour) [different color patches, alpha text]
Containment Objects (4 hours) [Buildings and road blocks]
Dynamic Objects (6 hours) [guitars, TVs, kitchens and couches]
B. Making simple destructible physics on chosen environments (7 hours)
Buildings (1 hour) [cracked breakable walls]
Trees (1 hour) [bark falling, branches breaking]
Containment Objects (1 hour) [sides of degraded buildings]
Dynamic Objects (4 hours) [guitars tv breaks]
C. Developed lighting and texture (light reflections, illumination) (5 hours)
Effect Hours Total
Buildings (1 hour) [Texture specularity]
Trees (1 hour) [leaf specularity vs bark bump mapping]
Grass (1 hour) [realistic patches and reflectivity]
Containment Objects (1 hour)
Dynamic Objects (1 hour)
III. Animated textures (small animated textures), Destructible key objects (windows especially)
A. Animated TV sets (duplicated throughout), moving clouds and daylight changing effects. (6 hours)
TV sets (2 hours)
Clouds (2 hours)
Daylight (2 hours)
Part 1: 35 hours
Part 2: 30 hours
Part 3: 6 hours
Total: 71 hours
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