Wow, so. Finally working up the nerve to start up a sketchbook here. I've lurked for a while, watching contests (and working on pieces), but first non-contest thread.
So! I like to try to work in a multitude of things, mostly for understanding process, and, well, I don't like getting stuck in one thing for to long.
Primarily, though, a lot of digital sketching / painting in the 2D side, and for 3D work I focused on environment and asset art a lot at SCAD. I've been working on developing my character art skills. I've also been doing a bit in low poly lately.
Speaking of SCAD - I went there for my MFA in Game Design; my BFA is from William Carey in a Painting / Ceramics split studio.
My preferred programs are:
Maya 2013 / mentalray
Marmoset Toolbag
Photoshop
Paint ToolSAI
UDK
ZBrush
All righty then! I've got spots in various places, and here's some you fan find me on!
TumblrDeviantartBehanceSketchfabFacebook
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So to start up my sketchbook, here's a TARDIS.
EDIT:
Took me a few days to find my screenshots, but here are shots from my thesis visual project.
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Sketchfab turnaround:
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mentalray render(s):
I chose Dragon Age as my game.
(I really just need to texture the characters, should probably do that soon. )
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And the dragon, before posing:
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Render of the rooftop with texture:
Following my low poly trend ( I blame the VG remix, reeally), I thought I'd give Sylvanas a try.
She's still a WIP. Renders in mentalray or screencaps.
To try to have a 'full' render, here's her throne room!
She's a lot of fun - and a lot more tiny details that it seems. Time to UV and texture the throne room!
(okay, so maybe here's a staff concept I played with.)
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Ooh, some buildings I did. The buildings were modeled and rendered in UDK...
The mountains here were modeled in maya; but this shot is actually in the Unreal engine. (skybox is UDK.)
Autodesk maya, mentalray
Photoshop
Sylvanas if property of Blizzard!
I know; the walls are not a 100% replica of the room in World of Warcraft. The goal here was something a bit more simplistic, but still able to convey the general idea of the room and the character.
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