Showing posts with label portfolio. Show all posts
Showing posts with label portfolio. Show all posts

Wednesday, 3 October 2012

Blog Change

Hi Guys,
I know I haven't done an update on here for quite some time, but that's because I am now using a different blog, so if you want to see my progress on my portfolio, then please head on over to http://www.bagameart.co.uk/chrishunter/

Thank you


Chris

Tuesday, 19 June 2012

Back in the game

Hello people of the Internet, it's me again.
I'm sorry I've not posted in a while, I've been mega busy.
Tonight I have been working on my portfolio after I got some really good feedback on it from a couple of very strong sources, and it feels good to be doing work again.

I am now texturing parts of my Japanese water mill.
Here is what I have done tonight, in the form of 3 progression renders:




There is still loads of work to be done, but it feels good to be being productive again.

Let me know what you guys think if you want,

Nighty night

Chris

Thursday, 5 January 2012

I've not forgotten

Hi everyone,
Welcome to 2012!
I'm sorry I've not posted on here for a while, I've been a little pre-occupied.
I currently have some work as a web designer on a temporary 3 month contract, and since it is a 39 hour a week contract, I don't get much time to update this blog or my portfolio, but don't worry, I haven't changed my career path, I'm simply funding my future at the moment.

I know that it seems like a radical change, but this isn't the case. I actually studied web design to get onto my BA Game Art course, so it is  still a passion of mine.

Once I know what is going on with this contract, I will be able to allocate more time to my 3d work, so I will keep you all posted on what I will be doing.


Expect great things this year people, I can feel a fantastic year coming on!

Catch you soon,

Chris
ちこ

Monday, 17 October 2011

portfolio update

Hi guys,
I have finished this wave of updating my portfolio for now and here are some of the new images,

As you know, I really appreciate feedback, so if anyone has any, then please do tell.

Thanks guys

Cx
P.S. If you want to see the rest of my portfolio, you can find it at http://robochrish.carbonmade.com


Another portfolio update

Hi guys,
Just another quick update, because as you will see in the post time for this, its now 03:20 ish am!

I have been working on some more of my portfolio pieces and here is what I have so far.

Ignore the cross beam at the back of the bottom picture. I think I might get rid of that.
Anyway, what do you guys think?
I'm off to bed now.
g'night all!
cx

Saturday, 15 October 2011

Portfolio update

Hey guys,
Just a quick one again. I am currently re-creating my portfolio pictures so that they are of a higher standard, and I am uploading whatever I have done to it.
Here is what I am currently working on, the stocks,
What do you think so far?
I still need to do normals etc, but next I am going to re-create the Judas cradle behind it.

thanks guys,

Cx

Saturday, 8 October 2011

Painting

Hi guys.
I decided to go ahead and paint the wall in mudbox because I wanted some sort of close to finished result to see how it will all come together eventually.
Here is what I have so far;

I think that doing this has taught me a lot and I am now considering how I'm going to do the rest of the scene.
Let me know what you guys think please,

Thanks
C x

Wednesday, 28 September 2011

Quick update

Hi guys,
Just a quick one, I have just spent a little while adding some more detail to the lower res wall.
It seems to be taking a while, but I am not going slowly, it's just a slow process. Does anyone know of a quicker way of doing this?

Thanks guys

cx

Tuesday, 27 September 2011

wall again

Hi everyone,
I have decided to try another way of creating the lower res mesh of the wall, but creating a rough version of the stones over the original ones, rather than manipulating one big block over the top.
I think that this technique is working better, but it is taking a while.

This is the medium res mesh from mudbox

This is the lower res mesh I am building around it that I will be adding the normal information to


I haven't just been doing this though. I have also been updating some of the medieval assets that I created and I will show them to you when they are finished.
I can't wait to get this wall section modelled because I really want to start texturing it.

Let me know what you think please guys,

cx

Sunday, 25 September 2011

small detail

Hi guys,
Just a quick one.
I have now added the smaller detail to the rocks, so now I'm going to sort out the lower res mesh and apply the higher res normals to it.

Let me know what you guys think please,
cx

P.S. I just realised that my last post was my 200th!
WOO, 200 milestone! Let's make it to 300 hey guys? ^_^

Wall time

Hi Guys,
I realised yesterday that I hadn't used mudbox for a while, so I decided that I would use it a lot more, since it is a fairly important part of next gen game props. Usually if I wanted to create something in mudbox, I would create a low poly mesh in maya or max, export it into mudbox, then up-res it and sculpt into, bake off the normal and AO map and implement it to the lower poly model. In the past I have had silhouette problems with this, so this time I decided to create the model in mudbox and import a medium res version of it into maya, then built a rough mesh around it. That is the stage I am up to at the moment.
Here is a section of the wall in Mudbox;
I still need to add the secondary bump to this to give the stone a bit more of a stoney feeling.

I then took it into maya to do this;

As you can see, I've not finished yet, but it was stupidly late last night when I was dong this, and I was very tired.  I want to carry on with it now, but I have to leave for work soon.

Let me know what you guys think please,
It's time for me to raise my game, and show what I can do, so join me along the way.

cx

Friday, 23 September 2011

new building

Hi guys.
After a lot of looking round, i decided that the next thing that I would create for my new portfolio would be a water mill.
Here is the reference that I am working from

And here are some W.I.P. renders and wires for you to look at;









I know that these are bad renders, but they are just for a quick W.I.P. reference at the moment.
I am working into it now and trying to get more refinement.
Once I've finished the model, I think I will take parts into mudbox to add some detail to.

Let me know what you guys think please?

cx

Thursday, 22 September 2011

Hi all

Hi everyone,
Sorry I've not posted in a while.
I am still currently updating my portfolio and applying for positions all over the country, and I am about to do my first Japanese application so I am preparing for that as it would be a dream company to work for.
I have been putting my Tokyo scene into the unreal engine, but that is on hold for the tie being because I really need to create new assets etc with my current skill set, because I am better than what my portfolio is showing, but it takes time to create new images, so that is what I am doing now.
I am planning to get one asset at least modelled today, and do this every day to eventually get an entirely new portfolio ( with the exception of a few images).

I will try my best to keep you all posted on how it's going,

Chris x

Thursday, 1 September 2011

future

Hi guys,
I am updating my portfolio because I have been applying for artist jobs, and my portfolio needs work, so I have decided to remake my Tokyo scene, at game quality. I am using the knowledge that I have gained from my work placement and using it to efficiently work on this scene.
I am looking forward to getting this done, and I also plan on adding the scene into the unreal engine, to see how it would look in game.

I'll show you all what it looks like when it's done and I will also try to do a "work in progress" on the project as well.
Sorry if I don't update on this too much, I just have a bad memory,

See you all soon,

cx