Crossbow work in progress…

Posted in Gallery, Personal on February 10th, 2010 by Kirk Gillard

This is an advanced crossbow I’ve been working on, stand by for updatescrossbowcrossbowcrossbowcrossbow

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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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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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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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