Category Archives: non-timebased

Still Life Modeling Progress

Modeling progress for my Still Life project.   Advertisements

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Interactive Media: Juice

Doom(2016) Doom(2016) is easily one of the most juicy fps games that i have played in recent years.  Its overly satisfying gameplay and visuals make the game abundantly juicy.  weather you’re running through the story mode or going on a … Continue reading

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Japanese Media: Character Design

I chose the story of Momotaro for my character designs.  However in my version of Momotaro the Oni(demons and ogres) are cupcakes and Momotaro eats them with his fork.  After many suggestions to change my designs both in class and … Continue reading

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Interactive Media: Game Asset Progress

over the weekend i modeled a dojo for the “Sweet Fucking Sword game”, today i uv mapped the floor, ceiling, ceiling beams and then applied a material to the floor in substance painter and exported the textures to maya.

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Asset and Level Design: Don’t Fall

  Play with sound on please. In-Game screenshots. Screenshots of my assets in Substance Painter with Parallax Occlusion Mapping on. Don’t Fall(Mac) download: https://drive.google.com/open?id=0B_PS8SeC9nwldU9WUDVsWjNWdEU My game “Don’t Fall” is a First Person 3D Platformer, to win you must complete the obstacle … Continue reading

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Project 2: Substance Painter MAT

Last semester I started working on texturing a model for the Meet Mat competition, this semester I was given the same task as a project.  My workflow for texturing this model consisted of altering various materials in Substance designer, masking … Continue reading

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Japanesse Media: Makimano

Japanesse Media: Makimano I drew my Emakimono using “Chouju Jinbutsu Giga” as inspiration for my scroll, it is one continuous image with no segments dividing my story. Traditionally silk and ink are used to make an Emakimono but I was unable to … Continue reading

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