Just finished up my fourth term!
Just finished up my fourth term!
About a month ago I bought myself a MakerBot Replicator 2! It’s been pretty fun to tinker with, but I haven’t been able to spend as much time with it as I have wanted to. Buying it was definitely worth the investment. One of my first experiments with the printer is a logo prototype I have been printing, and re-printing, for a friend who owns a local indoor bike park. Here’s a couple images of the first prototype. Low quality print presets, nothing too fancy
My 2nd term wasn’t all that eventful. Finished another architecture history class and had an intro to environmental design class where I made a silly little video with a couple of my classmates, attempting to inform people about the environmental impact of buying coffee to-go versus the experience of sitting down to have a cup of coffee. It was one of the better ones out of the groups of students, and is supposed to be up on the PSU website at some point, but I haven’t been able to find it so I am just going to post it here.
I just finished up my first studio class in Architecture at Portland State University! Here are my drawings and models of the Agosta house. The house can be found on San Juan Island Washington.
Digital Artist (NIKE)
October 2011 – December 2011 (3 months)
Created NIKE apparel textures in Photoshop based off apparel concepts and photo reference. Apparel textures were then used in conjunction with their corresponding geometry to flesh out the interior of NIKE stores in Cinema 4D for pre-visualization purposes.
Unreal Integration on Damnation (Blue Omega Entertainment)
October 2007 – December 2008 (15 months)
I worked on Damnation for a good fifteen months or so. During that time I contributed to the project in a variety of different ways. I did work such as Unreal asset integration, collision creation, the modeling and texturing of my own props, material creation in Unreal III, bug fixing, and friendly NPC scripting. The two main aspects of Damnation I contributed to most were asset integration and friendly NPC scripting. During my asset integration duties I worked directly with the Art Production Manager at Liquid Development to create and integrate hundreds of the props seen within the game. This included objects such as buildings, foliage, vehicles, and cinematic props. After my asset integration duties had finished there was the need for additional scripters to be added to the project. Myself and a couple other Liquid employees decided to take on the task of scripting the friendly NPCs through the game. Over a six month period I ended up scripting and debugging the friendly NPC pathing and combat through two of Damnation’s five Acts (levels).
Technical Artist on “Chip” (Character model and rig)
2006 – 2007
While attending college at the Art Institute of Portland I made a character rig called “Chip”, using Maya. He has been used by students and professionals from all over the world. He has been downloaded over 30,000 times from creativecrash.com (formally highend3d.com). At SIGGRAPH 2007 he was one of the few characters chosen to be animated in its popular FJORG! animation competition. Seen below are just a few examples of Chip in action.
Click here to download the latest version of Chip, for Maya 7.0 and above.
I finally got around to adding a couple new pictures to my Photo / Texture Reference page. I added a couple cloud pictures taken from a plane during my flight from Boston back to Portland. I really need to pick up the pace on this photo/texture ref archive. It’s been very slow-going.
…after getting some motivation after uploading the cloud pics I took a couple hundred new pics in the industrial district in Portland OR. There are a handful of corrugated metal facade pictures and a couple cement wall pics.