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C R Y P T O F G A L D A B A O T H ( E N V I R O N M E N T )
UNREAL ENGINE 4 ENVIRONMENT
Packages:
Maya 2019, Substance Painter, Photoshop, Unreal Engine 4
One Week
Time Limit:
Project Brief:
Inspired by FromSoftware's work, I needed an opportunity to practise my level-building abilities in-engine. As an exercise, I used a library of pre-generated objects, and used them in conjunction with my personal library of objects to construct this environment.
I combined these assets and structured them like an arena, or an area where the player character would be forced to fight a gauntlet of enemies.
It was also a great test of familiarising myself with lighting, usage of VFX and post-processing, and learn how to generate a convincing SkySphere that would bring this environment to life.
S I E G A R D Y R T H E M A S T E R L E S S
SCULPT / HARD SURFACE MODELLING
Packages:
Maya 2018, Substance Painter
Three Working Days
Time Limit:
Project Brief:
This was my entry for a competition to design a boss.
The design was to incorporate a knight's warhorse with Sleipnir, the eight-legged steed of Odin from Norse Mythology.
I sculpted the general silhouette of a horse in Maya, and hard-surface modelled the remaining armour pieces over the body. I decided to divide the allocated three days into Modelling, Texturing and Post-Processing.
P R O S T H E T I C W E A P O N ( G A S H A D O K U R O )
CHARACTER PROP
Maya 2018, Substance Painter, Photoshop
Packages:
Time Limit:
Ten Days
I was inspired by the release of Sekiro: Shadows Die Twice, and the main character's prosthetic arm that can transform into a variety of weapons. I decided to model my own, based off a skeletal Yokai demon called the Gashadokuro (depicted in some famous Japanese paintings).
It was designed for the character to deploy and stow away with ease, and be detailed enough to feature in a loading screen or main menu.
Project Brief:
C H I M E R A T E C H C R E A T U R E P R O T O T Y P E
INSPIRED BY HORIZON ZERO DAWN
Packages:
Maya 2018, Substance Painter, Marmoset Toolbag
Four Days
Time Limit:
Project Brief:
I was greatly inspired by the release of Horizon: Zero Dawn, and wanted to create something new, but pay homage to their excellent bio-mechanical aesthetic. My goal was to create something quick, but try something new - an experiment into asset reconfiguration.
I wanted to create a Chimera, but translate it into something more futuristic - so I deliberated on creating a modular tookit that could be reconfigured into three separate entities.
' T H E W E A P O N A R I U M ' I N K T O B E R 2 0 1 8
EXERCISE IN MONOCHROMATIC 2D CONCEPTING
2D Illustration (Biro/Fineliner)
Medium:
Time Limit:
31 Days (One Sketch Per Day)
Being part of an active community of artists that specialise in all media, I decided to try my hand at Inktober in 2018. I wanted to give this month-long project an underlining theme, so I chose fantasy-inspired weapons.
For each word every day, I would dedicate no more than two hours to a sketch, and try to embody that word in its design.
I was pleasantly surprised with how much I could push and discipline myself.
Specialising in almost entirely 3D work, it was refreshing to return to my roots in Illustration and experiment in this project.
Project Brief:
' A R C H I S K E T C H U R E ' C H A L L E N G E 2 0 1 9
EXERCISE IN MONOCHROMATIC 2D CONCEPTING
2D Illustration (Biro/Fineliner)
30 Days (One Sketch Per Day)
Time Limit:
Project Brief:
Impatient for the actual Inktober to arrive, I decided to take on the Inktober themes from 2017 in another monthly challenge. The goal was to keep my illustration skills sharp, and push myself again to do one sketch a day based on each daily theme.
However this time, instead of weapons, I thought I could expand my horizons for 3D Modelling more environments by attributing each theme/sketch to architecture, or an environment that would look at home in a video game.
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B A C K T O M A I N P A G E
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