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Artwork- ![]() Human head model for a shader demo. I created a high polygon mesh and baked the lighting information (normals) down to a lower poly model. This also has a diffuse texture and specular map. ![]() Above is a character I modeled for the UMBC Game Developer's Club on a project called Scarred Steel. This was based on concept artwork done by Robert Jones. ![]() This is the high poly version of a character I did for a UMBC Game Developer's Club project called Tetra. This model was also based on concept work by Robert Jones. Unfortunately we were using an evaluation copy of the Gamebryo game engine and our license period ran out. Our game no longer runs. ![]() Here's a rendering of my desk that I did for computer graphics class. The scene was procedurally generated using renderman C libraries. Afterwards I rendered it using pixie (a free renderman implementation). All the textures were *painstakingly* photographed by me. ![]() This is a Counter-Strike: Source map I was working on. It's interesting to note: I used brush geometry for the whole thing, so there are no models on the map. This made for really slow compile times and if I were to continue to work on it I would have to convert some of it to model geometry. ![]() Here's a painting I did of my girlfriend. As you can see, I like orange. |