Sunday, 26 February 2012

Research 4

Here I found a portfolio website from this 3-D environmental artist named Alex Legg. Where he currently works in company called Rockwell Collins doing visual art for their commercial advertisement, using his skill of modelling and texturing from generated software using Maya, 3DS Max, Photsoshop, Mudbox, Unreal Ed and Crazybump tools.

As his portfolio shows his highlight from his 3-D modelling skill from object and bit of animation using Unreal Editor software. Where I found this example from his work of drawing and painting onto Photoshop work called the Ruined Well, as the concept of his art work shows his development idea genre from sci-fi and fantasy. Using this idea to develop his 3-D work called the pillars that he created using 3DS Max, Mudbox and Photoshop to set modelling using the game onto unreal.

Concept: Ruined Well

As from below the page of his website he shows his work Unreal Level vdieo using some existing material element towards the design of the environment from parts of tutorials.Since currently builded the level from screatch including to use models he created from maya,Mudbox and photoshop. As the vidoe explores the interface realm from what created of the infrastructure technology.

http://www.alex-legg.co.uk/environments/


In game screen shots from Unreal











The diffuse, normal, specular and occulsion maps:















Unreal Level

Here i found screenshot of the environment he made using Unreal Engine while learning the software from an existing tutorial.As he currently build the model from scratch ,created using Maya,Mudbox and Photoshop. Overall making the building environment more as sci-fi from technology intoxicated waste area.

Thursday, 23 February 2012

Research 2

Paul Peccia is Freelance Designer and Environment Artist where he produces various companies for level design for environmental modelling. As he studied Animation Art and design at the Art Institute of Fort Lauderdale, graduating Magna Cum Laude. As 3-D modelling become his inspiration from the first opening software Unreal Editor where he started experimenting tools as he realise the education and purpose he needed, was by creating his own world of environments. Since Game art and technology have always been his personal passion from the first experience with level design from the environment he created was the game called ‘’Doom’’ and ‘’Warcraft II’’.
By the time in 2005 Peccia join a collaboration of team with telented level designer called the ''Ultimate community Map Pack'' by helping him to discover his talent from more knowledge as a level designer, later on leaded the artist towards his career in game industry with Nintendo Wii,Xbox 360 and PC.

From company with:

Dino Strike (N-FUSION Interactive, 2010)
Position: Lead Game Designer / Lead Level Desginer / Gameplay Scripter

Martian Panic (N-FUSION Interactive, 2010) Position: Lead Level Designer / Environmental Art Director / Level Scripting

Medieval Games (N-FUSION Interactive, 2009) Position: Technical Artist

Buck Fever (N-FUSION Interactive, 2009) Position: Producer / Game Designer / Lead Technical Artist

Hour of Victory (N-FUSION Interactive, 2007)
Position: Level Designer


Here I found some example from the artist website of his 3-D work.

From the release of first shooter game called Killing Floor (2010) where the artist shows to create the gameplay. By setting the environment of the game from an urban style using the main element of architecture based from his home town in Western New York. As the artist is trying to provide a different type of gameplay and visual experience by trying to create unique geometry, from dramatic light and layout to shows a distinctive side of reality.


Example: Lighting


Since what I like about his 3-D work is the object that he uses between reality and 3-D world by making something based on simple geometry, that he uses is to create real life object that is visualised to make 3-D. Showing the ideal of his work from the development of geometry and added UV map texture of lighting.

http://www.peccia.net/index.html

Suburbia 2:

Suburbia: Overhead Normal











Some example
Maya modeling and UV mapping :

Suburbia: Mini Van

Suburbia: Gazebo

Suburbia: Theater Sign