Uncategorized
Annulnali Completed
by Matt on May.27, 2010, under Uncategorized
I finished up my Annulnali character model I started months ago as a side project for my demo reel, I think it looks pretty good. Enjoy.
More Low Polygonal Modeling
by Matt on Mar.16, 2010, under Uncategorized
I had finished my previous low poly model with several drastic changes from the previous picture posted on my blog, I’ll post those after the jump,
however I started and completed another one as part of an XNA project I want to try and make a reality. I’ve definitely gotten more competent at working in lower polygonal limits with this new one being 790 triangles (still haven’t gotten to under 600) and only taking me about 2 days to complete and fully texture. I have several other components to make but I have my image planes all set for their creation so I think i’m on track! This character pictured to the left is the player character for a side scrolling shooter from my Chronicles of Terrus universe, as of yet I havn’t decided whether to give him a distinctive name or just a nameless space marine. Depends on whether or not I can get any workable code written before I can get to the story bound details.
Some other angles and new renders of previous model (continue reading…)
Pardon my Pace
by Matt on Nov.23, 2009, under Editorial, Uncategorized
I created this blog mainly to show off my progress which I’ve been seriously slacking on but my inexperience with WordPress has kept me from posting videos and such since I’ve been too lazy to upload to my Youtube account. Yeah, that would be easier but when did I ever take the easy way out? I hope to get at least 4 more posts in before the month is over so keep an eye out.
Lighting Design revisited
by Matt on Jul.08, 2009, under Uncategorized
Looks like I can use what I learned in Lighting Design for this stuff, so that is not a complete waste lol. I really did enjoy the lighting design aspect of theatrical design because you were essentially ‘painting’ the mood of the scene with how much light and what color gel you used, even the use of a gobo could help set the mood. 3DS Max’s standard light lister allows for quite a bit of flexibility in that respect since you can focus and color your light sources individually however I’m not quite sure if shadows work the same way as they do in real life. Possibly that is left for photometric lighting which I have not even toyed with, we’ll see when I take Intermediate Modeling in my 4th term.
This background was originally conceived as a concept for a indie game I was helping somebody out with graphics for but they decided they didn’t want something this detailed for it. I thought it would have been a perfect match to be honest.

