Wednesday, August 10, 2011

Air Traffic Control Room - First Floor












The first actual assets I worked on were the floor pieces for the first floor.

Since I never really sketched out what the prevalent aesthetic would be for this project, I kind of just winged it when working on the floors. Luckily it turned out really nicely, and I've been basing everything on the floor aesthetic (that being metal paneling, bolts, and indents).

I started with the outer floor and worked towards the center. There are 5 total floor assets in total, including the two floor covers for the middle floor.

I'm hoping to be able to put wires and other small things underneath the floors so you can see them when the covers are not covering them.

Air Traffic Control Room - Blockout





After sketching some concepts, I went and did a block-out in UDK, something I never did fully in the original project. When I was happy with the blockout, I brought it into Maya and blocked it out some more.

I then went back to UDK and converted all the BSP into blocking volumes. This allowed me to import in some of the more complex models from Maya without needing to create custom collision for the assets.

Air Traffic Control Room - Concept Sketches

ATC Room Concept Sketch 1
ATC Room Concept Sketch 2
ATC Room Concept Sketch 3

I'm posting this now, but this was started back in June (June 6th to be exact. I've been time tracking everything).

The above concepts were very quick sketches of the general shape of the environment. The basic design hasn't changed much from the original. Here's some more

-Futuristic theme: has lots technologically advanced devices and equipment. Lots of metal.
-Circular Design: I wanted to stay away from the square modular and see what curved modular was like (I've found out it's slightly more difficult).
-Assets must be as modular as possible: make sure you can use something more than once!
-Three levels: bottom floor, second floor, and third floor.
-First floor: has large center console with several screens to monitor aircraft.
-Second floor: has windows to see the aircraft, transparent HUD computers near windows.
-Third floor: access to roof.
-Outside: Going to cross that bridge when we get there...
-Fill rest of area with small futuristic things things.

Far from an Art Guide I know, but I think I'll do that for the next environment.




Improving The Portfolio: New Project

Well now, looks like getting a job in the industry right out of school didn't work out so well...

But hey, guess that means I just have to work harder to get known.

I realized from the get-go that trying to get a job in the industry would be difficult knowing I didn't have any completed 3D environments to show off (seeing as how there's always a need for 3D Environment artists).

When applying I was limited to positions like 3D Prop Artist or General 3D Artist positions. I knew that If I were to get anywhere, I'd have to start creating really awesome environments to increase the chances of me getting hired.

So, I've actually already started an Environment which some might find familiar. It's a re-design of the Air Traffic Control Room project I created when in school. I thought it would be beneficial to work on an environment that was still in my head instead of creating something new.

For anyone who is actually viewing this, I'll keep this updated as best I can.

And, for the sake of having some sort of media on every post, here's a picture of my Nerf Gun in UDK mobile on my iPod Touch. Hopefully I can add more simple 3D models to it to show them off at Game Conferences (if I ever get chances to go of course)

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Thursday, April 28, 2011

Portfolio

Portfolio
EGD415 – Senior Portfolio: Art & Animation
Spring 2011 – Second Semester, Senior Year.

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The Senior Portfolio class is exactly what you’d expect it to be. This class helped everyone gather their past projects to tune up and make presentable for a portfolio.

It was also a class every student had to pass in order to graduate. The class requirements consisted of these:
-A website to show off your work
-A Demoreel to present at Senior Show
-Business cards
-A resume
-A list of 20 or more potential employers.

My web development class paid off a lot, seeing as how I created my whole website from scratch. Here’s what it looks like: www.evanburrill.com

I’m pretty sure I handed in everything I should have, so I believe I should be graduating soon.

Job search Ho!

Carnero

Senior Team Project II
EGD410 – Senior Team Project II – Team Jealous Giraffe
Spring 2011 – Second Semester, Senior Year.
Position on the team: Artist



Like I had mentioned before, my original team didn’t get green lit and I had joined up with Team Jealous Giraffe to work on Carnero. The team was a lot bigger than Machina’s, and demanded a lot more work as well. The project had its ups and downs, but I was still able to get portfolio work out of it.

My role on the team was to pump out as many assets as I could, then hand them off to our lead artist to texture. This involved me doing 3 animated enemy robots and several environmental art assets.

Above is a trailer that Bryan and Keith created to be presented at our senior team show.

Team Members:

Producer - Alison Seffels
Lead Designer -Bryan O'Hara
Designer - Cory Livingston
Designer - Tom Triplet
Designer - Craig Ellsworth
Lead Programmer - Steve Beaulieu
Programmer -Chris Cheng
Lead Artist - Keith Tatarczuk
Artist - Eric Nardo
Artist - Me
Sound Artist/Voice Talent - Buzz Ambroseno
Sound Artist - William David John
Sound Artist -Logan Dwight
Quality Assurance - Justin Loomis
Quality Assurance - Chris Ferguson

Maverick N-Strike Nerf gun

Maverick N-Strike Nerf gun
Spring break
Spring 2011, Month of March

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I decided to stay in Vermont for spring break instead of going back home to see if I could churn out a good portfolio piece. Not the best way I wanted to spend spring break, but I got something of value out of it.

It was fun project, although it did get agitating. Some of the geometry on the gun is more complex that one would think. It was nice actually owning the gun though, seeing as how I could inspect it with my own eyes when my reference pictures failed me.

This was also a project where I edited a lot of info in the normal map. There were lots of small details in the gun that wouldn’t make sense doing in Maya, so I’d copy and paste certain areas of the normal map and edit them in other sections.

I wanted to see if I could create the gun in a week, but I really only got the high poly and low poly done during that milestone. Whenever I had free time, I’d work on unwrapping, baking, and texturing it to a presentable state. I also time tracked it so I could get a better understanding of how long it takes to model something like that. Hopefully this will allow me to give better time estimates to future employers.