Propane Field Generator

Posted in Gallery, Personal on January 7th, 2010 by Kirk Gillard

This is a prop I created as part of an art test, it is comprised of 3302 polygons (triangulated)

Propane Field GeneratorPropane Field Generator

The generator uses a 1024 Normal map, 768 diffuse specular, alpha and emissive maps. The Decals use a 384 diffuse/alpha map.diffuse_generatornormal_generatorspec_generatordiffuse_decalsgenerator_reargenerator_wireframe

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Modular Watcher Ductwork

Posted in Gallery, Professional on October 17th, 2009 by Kirk Gillard

This is a set of assets used to construct the Watcher Ductwork in Dark Void.  Environment Artist James Hill also worked on this asset.

All work is displayed either in-game or in the Unreal 3 Editorunreal3

duct_screenshotduct_diffuseduct_normalduct_specduct_breakdownduct_maze

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Modular Watcher Hall Components

Posted in Gallery, Professional on October 16th, 2009 by Kirk Gillard

This is a set of assets used to construct the lower trenches in the “Watcher” environments of Dark Void.

All work is displayed either in-game or in the Unreal 3 Editorunreal3

Watcher Trench ScreenshotWatche Trenchtrench_wall_breakdowntrench_ramp_breakdown

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1910’s Deck Vent

Posted in Gallery, Professional on September 30th, 2009 by Kirk Gillard

Piece is shown in the Unreal 3 Editorunreal3

This is part of a set of props for the deck of a 1910’s cargo ship.

Vent screenshot

The vent uses 512×512 diffuse, normal, and specular texture attribute maps.

tx_vent_diffusetx_vent_normaltx_vent_specVent LODsvent_wireframe

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The new and improved kirkgillard.com!

Posted in News on September 9th, 2009 by Kirk Gillard

I have redesigned my website and added a few new pieces. Feel free to email me with any comments or suggestions.

Guard Tower

Posted in Gallery, Personal on September 8th, 2009 by Kirk Gillard

This is a makeshift sci-fi guard tower.

 

 Guard Tower

The tower uses 2048 texture attribute maps (diffuse, normal, specular) and one 64×64 tiling detail normal.

tower diffusetower normaltower specular

The sandbag mound uses 512 texture attribute maps (diffuse, normal, and specular)

diffuse_sandbagnormal_sandbagsandbag specular

tower_basetower_toptower_beauty

Asset is shown in the Unreal 3 Editorunreal3

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Radar Trailer

Posted in Gallery, Personal on September 3rd, 2009 by Kirk Gillard

This is a  futuristic radar trailer/missle defense unit.

All work is displayed in the Unreal 3 Editorunreal3

Radar Trailer

The radar unit uses 2048 diffuse, normal, and specular along with a 64×64 detail normal map

van_difvan_normvan_spec

radarvan display screens

The animated menus use 256 multi-channel textures.

van_sidevan_radarvan_norm_detailradar trailerradarvan_rear

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Fine art

Posted in Gallery, Personal on August 31st, 2009 by Kirk Gillard

Here are a few pieces of fine art.

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Misc art tests

Posted in Gallery, Personal on August 31st, 2009 by Kirk Gillard

This is an art test where the assignment was to design and build a four story high rise using 10K polys, and a 2048 texture map split anyway I wished.

My building is a Classical Barroque revival using 9958 polys, 3 1024, and 2 512 texture attribute maps. (Diffuse, normal, specular, alpha, and incandescence)

This is an art test where the assignment was to model, texture, and light a corner of a KISS themed night club. The main wall, and floor textures use 1024 attribute maps, the rest use 256 attribute maps.

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Damaged contrete pillar

Posted in Gallery, Personal on August 31st, 2009 by Kirk Gillard

This is a damaged concrete pillar where I used Mudbox to create the primary normal map, and vertex color to dictate the location of smaller tiling textures.

All work is displayed in the Unreal 3 Editorunreal3

concrete pillar

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