Quick note for subscribers

General / 03 March 2013

There are only a few of you, but I don’t want to leave anyone behind. I’m changing the subscription setup for this blog after having a few problems with Feedburner. I’m making the changes on the back end right now, they should be live soon.

Here’s the new RSS feed address: http://jeremiahclark.tumblr.com/rss The email subscribe form is here: http://jeremiahclark.us6.list-manage1.com/subscribe?u=8afb48a39b&id=4773fe13ac

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Demo reel rough cut.

General / 28 February 2013


Demo reel rough cut.

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Research Facility Demo Level

General / 24 February 2013
Research Facility Demo Level:

I’ve posted a (very) brief demo level to show the Research Facility assets within a game engine. Obviously they’re not as pretty as the pre-rendered version, but I’m quite pleased with how it came out.

Follow the link to open the page where you can play around in it for yourself. This requires the Unity Web Player plugin, which is free, if you don’t have it.

It plays very smoothly for me after only a brief loading time. Please let me know if you have trouble with it, this is the first time I’ve posted one of these.

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Here’s the final render of the science fiction themed...

General / 21 February 2013


Here’s the final render of the science fiction themed Research Facility. The modular pieces were modeled, assembled, and rendered entirely in Modo, with texturing done in Photoshop with some help from nDo. The smokey effect is meant to invoke the smokey atmosphere of 80s science fiction and was created using volumetric lights in Modo.

I’ve added this to the portfolio page on my site (www.JeremiahClark.com), and have put the process images up here:

http://www.jeremiahclark.com/?additionalrenders&researchfacility_extras

(3D turn around to come)

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A few more renders of the previous scene. I’m going for...

General / 19 February 2013


A few more renders of the previous scene. I’m going for the smokey, thick atmosphere of 80s science fiction. It’s not quite there, but it’s darn close.

Thanks to Jeremy Dean for helping out and whipping the volumetric lights into shape. I’ve spent most of my time in realtime renderers lately, I still have a lot to learn about offline renderers (like Modo).

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A work in progress render of another small scene I’m...

General / 18 February 2013


A work in progress render of another small scene I’m putting together for my portfolio.

Modeled and rendered in Modo, textured using Photoshop and nDo.

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I’ve finally finished modeling the scene I’m working...

General / 08 February 2013


I’ve finally finished modeling the scene I’m working on for my portfolio. It took a week (working it around class and a ton of other stuff I need to get done), but I’m really happy with how it’s come out. Now I have four weeks to UV, texture, and assemble it in Unity (though I also have to capture in game video from another environment I already had done, and assemble a demo reel). I can’t wait to see it completed.

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One small piece of something I’m working on for my portfolio....

General / 19 January 2013


One small piece of something I’m working on for my portfolio. I’m very happy with how this came out, I just can’t wait to see it in the completed scene.

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Sorry I haven’t posted anything in a while, school got...

General / 15 December 2012




Sorry I haven’t posted anything in a while, school got crazy (group project, you know the drill) and for the past week I’ve basically been recovering.

A few days ago I was asked to do a quick art test for some possible contract work. The thing is, they wanted to see me do something realistic, as opposed to my usual fantasy or sci-fi nonsense. Seemed like a good idea, so here’s what I sent them. All in all I’m really happy with how this turned out.

Let me know what you think!

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I haven’t posted anything in a little while, so...

General / 17 November 2012


I haven’t posted anything in a little while, so here’s what I’ve been working on today. This was modeled by another member of our prototyping team, Jorell, and then handed off to me to UV and texture.

I’m not completely done, it still needs weathering and dirt, but this is basically it. I’m not entirely happy with it, but I don’t hate it either. I’ve never done a complete building before, and it turns out that some of my methods only work on smaller objects. If nothing else, this has been a learning experience.

<900 polygons (tris) Diffuse and Normal maps at 4096x4096 (spec to come) Modeled in Maya, UV mapped in Modo. Textured using Photoshop and nDo, rendered in Marmoset Toolbag.

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