Portfolio Pieces







This is one of my first levels I built using Maya 2009 back in the Fall of 2009. This was a complicated piece since it is a out door environment which has many levels that isn't found in making a indoor set. Like natural light, organic material like grass, water, and wood. This was also done before I knew how to use UVs, bump mapping, and spec mapping. So everything was render and done completely in photoshop, although this does have normal map. For the time I made it, I think it came out well.

The video for this project can be found here: http://www.youtube.com/watch?v=XBSCdPXoAKY









This was also done in Maya 2009 in the Fall of 2009. This was the character I made for the level above. I think the model is alright, but it is very crude. Like the level, I didn't know how to use UVs or bump map so the character isn't as well built as he could be. Overall, I think he came out well considering my lack of experience.










This is model I textured back in the Fall of 2010. This is when I took a texturing and lighting class and I was learning how to use UVs, bump, and spec mapping for the first time. All the textures were taken from pictures I took from the area that I lived and then redone and photoshop to give it a used and dirty look. I personally love how this came out and if I had to do it again, I would most likely tone down the bump mapping on the side walk. The lighting could also be improved.









This was the second assignment I did in my texturing and lighting class. This is called the Pumpkin Assignment. Our task was to texture a pumpkin and eventually add it to a photo with other pumpkins and make our blend in flawlessly. The photo at the top shows what my first pumpkin looked like before I attempted to add it to the scene below. I thought this was a fairly realistic pumpkin until I put it into the photo and found it didn't match the other pumpkins at all.

So, we spent the better part of three months redoing the texture and trying to get the lighting to match on our CG pumpkin so it looks like it belongs in this photo. I think it turned out well, but the lighting still isn't perfect.












This is all work that was done for my advance lighting and texturing class in the Spring of 2011 using Maya. These are models that were textured using different texturing techniques that ranges from UVs, fur shading, to painting the texture on the model. I like how each of these came out and I especially enjoyed the painting projects. However, I quickly learn that if you chose to paint, don't use a keyboard and mouse and invest in a drawing board.










This is the house assignment that I did in the Spring of 2011 for my advance texturing and lighting class using Maya. This was far the most extensive texturing work I have done. The model is so big that these pictures fail to show every little detail in the setting. I also had to redo the UVs several times to get things the way I wanted it.

By far the toughest aspect of this project was the lighting. Trying to get the mix of natural and artificial was tough. I still didn't get it completely right and there is room for improvement. Overall, I liked how textures came out and I think it really adds to the feel of the house. The lighting needs to be improve and I will get better at it in the future.

On a side note, the character within this piece is Chimi. He is a model we had to texture earlier that year and add to the house model. He was quiet a challenge himself, mostly because making hair is tough and I still didn't get it right. The actually texture for Chimi, however, came out very well.












This was by far my most ambitious project for my Masters. This was a level and character built completely by me using a mix of Maya 2010 and 3D Max. This took all the skill I learned in texturing and lighting to complete. It also tested my ability to build a level that is my own. The level itself is on the large side, although not as big as my outdoor project, and the full scale couldn't be shown in these pictures. I think this project came out well, regardless of the problems 3D Max gave me. The UVs came out great and I think the lighting is a step up from my house project. 

Although, I will admit that I could had used some better pictures in some places. But, I had a limited amount of time to do this and this was a huge assignment. Not only did I have to build, texture, and light this level, I had to make a character and rig it for animation and did make a small video. Since 3D Max wouldn't work correctly, my character doesn't move in the video and I didn't have the time in the class to fix it.

The final result can be found here: http://www.youtube.com/watch?v=fm_8gTOKK9M












These are several projects I worked on in my Color Theory class. This is to show my understanding in the use of color in art and everyday life. This class was fairly tough, especially since working with my hands are not my strongest point. But, I did learn allot from the class and think it made me a better artist. My only real regret is that the scans don't do justice to the actual work.

3 comments:

  1. Well my first thought on this is that you should have broken them up a bit. Having them in one long line is really hard to go back and forth and comment on. As for your self critique I do not think that you really critiqued anything. No Offense. I just think that you do not understand the process of a critique. What you have done is created a biography of what was done. You tell me about the pieces, what they were for, what you learned, and if you had any issues.

    When I learned how to critique we discuss composition, contrast, color, proportion, concept, as well as overall existence. We discuss if these concepts work or do not work within the means of the art.

    An example of such would be as follows based on the 1_1_RWilliams_Resource_05.jpg: I think that the over all composition of this piece has potential. As I look at it I see that it does not follow one of the composition guides such as rule of thirds or iconic. I think that moving the camera down and to the left or right would solve this issue. Right now there doesn't seem to have a focal point in the picture but my eye is drawn to the yellow light bulb automatically due to the brightness in contrast and color. And while I like the overall tones of this piece I feel that it has somewhat a muddy hue in the entire piece. I think it has a lot of potential. First and foremost move the camera as stated before. Second add a second, possibly third light source. I would add a eerie blue light coming in from the windows which would cast light onto the floor and possibly walls. I also think that lowing the brightness of the light bulb would give a stronger picture. There are minor issues that need to be resolved as well. First the beams on the ceiling need to be re-textured. Second there needs to be more shadows in the place. If you take a look at the historagram in Photoshop it shows a strong red/yellow. There are very little highlights and dark shadows. I think fixing these pictures would make this work of art awesome. I see that you did spend a lot of time working on constructing the building and it has a lot of potential. Keep up the good work.

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  2. I understand what you are saying. However, most of these pictures were more or less presentation pieces to give a person an idea of the level I created because it is impossible for them to see the who thing without having access to the 3D file. So, it is kind of hard to see allot of these pieces in the same thought pattern as 2D pieces since they tend to be more complex.

    Also since I deal with level building we also have to keep the function of the place in mind and how the player will be able to move within the space.

    But, I will keep you advised in mind for the future.

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  3. Overall, you have a good understanding of 3D modeling. Your environments and textures look pretty good, but a few of your characters need more detail. Your Elmo, the pink face, and the dinosaur look good, but the robot is too pixilated. You should think about re-creating another version of this robot to reflect your most recent modeling and texturing skills.

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