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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Spy Weasel

Posted in Gallery, Personal on August 28th, 2009 by Kirk Gillard

This is a higher poly character model.

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Dreamscape Siege MMORG

Posted in Gallery, Personal on August 28th, 2009 by Kirk Gillard

This is a portion of the work I did for “Dreamscape Siege”

This is a set of low poly blacksmith props. The forge uses 512 texture attribute maps (color, normal, spec) and is comprised of 154 tris. The tools use a set of 256 texture attribute maps (color, normal, spec) and are comprised of 392 tris.

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Market Props

Posted in Gallery, Personal on August 27th, 2009 by Kirk Gillard

This is a prop used in my Orientel Market environment. It uses 512 texture attribute maps (color, bump, alpha, spec) and is comprised of 2402 tris.

Bicycle textures

This is a prop set that is seen in my Oriental Market environment. The props are comprised of 2923 tris, and share a set of 1024 attribute maps.

Market Prop textures

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Victory Garage Props

Posted in Gallery, Personal on August 27th, 2009 by Kirk Gillard

This is a set of props for my “Victory Garage” environment. Only the diffuse/color maps are pictured.

The toolchest, lathe, and workbench use 512 attribute maps (color, bump, specular) and is comprised of 3186, 2608, 118 tris.

The shelves, and boxes use a set of 256 texture attribute maps (color, bump, alpha, spec) and are comprised of 328, and 268 tris. The worklight uses a set of 128 texture attribute maps (color, incandescence, spec) and is comprised of 846 tris.

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Willys Jeep

Posted in Gallery, Personal on August 27th, 2009 by Kirk Gillard

This is my first attempt at a higher poly game model. The Jeep itself uses 1024 texture attribute maps (color, bump, spec, alpha) and is comprised of 4982 tris

Jeep Textures

The .50 caliber machine gun uses 256 texture attribute maps (color, bump, spec, alpha) and is comprised of 383 tris.

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Market

Posted in Gallery, Personal on August 27th, 2009 by Kirk Gillard

This is an art test I took a few months ago. The assignment was to construct an environment with a limit of 20K tris, and 18MB of textures.

I ended up using 15,816 tris, and 17.7MB of textures.

The primary wall surfaces use a set of 1024 attribute maps (color, alpha, bump, spec). The wall fan uses 256 maps, and the rest use 512 maps. I also used a few low res tiles for the interior. These are not pictured below, but are included in the overall texture budget

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Victory Garage

Posted in Gallery, Personal on August 27th, 2009 by Kirk Gillard

This is a portion of an American WWII maintenance garage. The walls, ground, and support beams use 512 tiles (diffuse, bump, specularity), while the hanging light fixture uses 256 maps (diffuse, incandescence, specularity.)

Textures

This is a set of props for my “Victory Garage” environment. Only the diffuse/color maps are pictured. The toolchest, lathe, and workbench use 512 attribute maps (color, bump, specular) and is comprised of 3186, 2608, and 118 tris

The shelves, and boxes use a set of 256 texture attribute maps (color, bump, alpha, spec) and are comprised of 328, and 268 tris. The worklight uses a set of 128 texture attribute maps (color, incandescence, spec) and is comprised of 846 tris.

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