09 May 2007
Gothic City 01
This is a screenshot of a map I teamed up with Jesse Lemons and Lily Ounekeo to make for our final project for Virtual Environments. We were essentially given free reign to do whatever we wanted, including teaming up. We could do whatever concept we wanted, and use whatever software we wanted (as long as the result was a game level).We used mostly Maya and Houdini, as well as some Doom brushes for the basic shapes of the buildings. I did the special effects--the rain and mist, as well as all of the character models (so, the gargoyle and the statue). I also did some of the more tedious placement of objects (such as the apples in the marketplace in one of the other screenshots). I was also pretty heavily involved in the design part of the map, figuring out things that would look good and the basic layout and structure.
Lily did most of the simpler models and almost all of the texturing. She also did all of the brushes in Doom, and placed most of the models. Jesse did scripting, sound, and a small amount of lighting. He also did some of the more basic models, like the watermelon and the apple in the market. He also did an L-system tree.
09 March 2007
25 February 2007
18 January 2007
12 January 2007
Table Still Life WIP
The assignment was to create a table still life scene. This is mine for now; it is badly in need of shading (I rendered it with Radiosity, Caustics, and Final Gather, and it still does not look real). Each of the candlesticks is rotated differently and they are not in a perfect line. There are other minor variations in most of the rest of the items on the table. I got irritated towards the end; you can see if you look closely that there is no variation in the placemats (they are simply duplicated). I'm okay with this image as a first assignment for an introductory modelling class, I suppose.I may come back later before the assignment is due and add shaders to it to enhance its realism.
04 January 2007
Rock

This is effectively my first real render in Maya. I was playing with bump and displacement maps on a NURBS sphere. Rendered with Global Illumination, Caustics, and Final Gather. In retrospect, there should be more rays for the shadows, and the displacement map should be a larger image (it's 1024x1024 now).
I'm reasonably satisfied with it for now.












