So here we go!

Just graduated and wanted to make a neat challenge to beef up my portfolio. Create 4 environments in a month. Sound impossible? We’ll just have to see. I’m excited to see how this turns out. The idea is that starting on May 24,  at 9-10pm (EST) each night I’ll submit new content on my progress. Then, at the end of each week I’ll post 3 final images to this site and continue the same progress each week. Hopefully, getting better and better each time. They will all be loosely based off of one video game company style making these into potential video game levels.

Here’s the schedule as of now:

Environment Schedule

This schedule may change as it may need to be revised.

Week Links:

Week 01 – Underwater Robots
Week 02 – City Bank & Earthquake
Week 03 – Volcano Cave Dwellers
Week 04 – Ninja & Public Bathroom

Week 01 – Underwater Robots


Week 01

Monday May 24th

Top Links ↑

Here’s Monday’s Concept Art. Working on an idea where in the future, robots populate the Earth with humans. Since resources are low, robots decide to go deep sea diving to retrieve machine parts to use for rebuilding their society. Sounds weird but, just a start of an idea to draw off of. When I get my tablet in the mail, I’ll go back in and color them.

1: Submarine room, 2: Deep Sea Excavating, 3: Robot Disarming a Bomb Underwater

[nggallery id=6]

Tuesday May 25th

So today I’ve been working on modeling and decided to choose the interior of a submarine. Been fun but a bit more time consuming than I thought. May stay up a bit more or wake up early to finish.

1: Interior of a Submarine, 2: Submarine Model Test

[nggallery id=7]

Wednesday May 26th

Took out more time to model. Will find a stopping point tonight. I’ll keep on trucking and carry over some UV work tomorrow.

1: Level Description, 2: Model of  Sub Entrance, 3: Control Room

[nggallery id=8]

Thursday May 27th

Been working in Modo to try and get the UV’s laid out for textures. For those who don’t know, UV’s are used to help artists paint textures onto a 3D model. For today, I cracked a shot at the submarine door lock. In Maya I use an automatic map to make sure no UV’s overlapped another. Then, I saved it as an OBJ file to import into Modo. I’m in the process of trying to figure out how to layout the pieces to make it easier to read so I know where to paint.

1: Maya Before UV’s, 2: Modo Start of UV mapping

[nggallery id=9]

Friday May 28th

Working on the textures now and I have the door’s UV’s laid out for the most part now. Will update more with textured models tonight. I just wanted to post a little early.

*Edit* OK, so I’m doing some lighting tests. Needs lots more key lights but the color scheme is working it’s way in there. Will continue to work out more textures and lighting.

1: UV’s for Sub Door, 2: Light Test 01

[nggallery id=10]

Saturday May 29th

Been fun so far to see how everything has come out. I’ve used Maya to paint in the model for the console board on the left. This is just for temporary purposes so I can layout better textures in Photoshop. I then started working out the lighting a bit more.

It’s coming along but I will have less time to work on this environment. Heading off to work and will have little to no time in my schedule to work on it tomorrow. I may update. And in case I don’t see ya, good afternoon, good evening, and good night!

1: Console Texture PreViz, 2: Lighting Test 02

[nggallery id=11]

Sunday May 30th

Like I thought, I didn’t have time to update this day. I edited some lighting elements and added steam from yesterday. That’s all.

*Edit* Here’s the final images as of now:

1: Image 01, 2: Image 02, 3: Image 03

[nggallery id=12]

Week 02 – City Bank & Earthquake


Week 02

Monday May 31th

Top Links ↑

I’m moving on! I know. You’re like, “What?!? It’s not even done!” Even though it’s not what I want, it’s kind of the idea. I’m keeping a schedule and I will go back after these projects to perfect them. However, for now, I’m focusing on getting progress in. After awhile, I should be getting the hang of this. Been looking through “[digital] Texturing and Painting” by Owen Demers. Has a lot of good information on how to understand textures as we seem them in real life.

“Just keep swimming!”

Today’s theme is City Bank and Earthquake. Reference to Raven Software games. Will update when I get the chance. I now have my drawing tablet!

Saturday June 5th

I regret to inform everyone who is following my thread that week 02 will be postponed to next week. Some family obligations came into effect and I have taken careful consideration to have my work rescheduled. So, instead of week 02 being May 31st-June 6th, it will be June 7th-13th as well as everything else being pushed up one week. Thanks for your support!


Monday June 7th

Revisiting my drawing process and tried to really break down my architecture elements as if they were in the aftermath of an earthquake. I’ll post all drawings so far. Have a very rough color sketch for the inside of the vault.

1: Bank Building, 2: Bank Interior, 3: Inside Vault, 4: Inside Vault Color

[nggallery id=13]

Tuesday June 8th
Worked on fleshing out some modeling parts for the bank vault. May model more but will call it a night soon.

1: Model Vault 01

[nggallery id=18]

Wednesday June 9th

Got some early tests done and wanted to have this model and lighting test out. Thinking about the light source coming from outside. Will update with more images and make it more “earthquake-like.”

1: Vault Light Test 01

[nggallery id=19]

Thursday June 10th

This is what I got my hands dirty with, haha. I started playing with some particle effects to scatter coins into the scene. It was somewhat successful but has a lot more tweaking before I would be able to get it to look right. Lots of Maya crashing.

Today, I have a video of the simulation with spheres. The idea would be to instance those spheres with coins which I would have rendered out (took a bit to figure out too). I’m uploading the video on Vimeo and should be up in about 40 minutes.

I may or may not use this idea due to time constraints but at least I know how to now. Was considering using this to scatter broken concrete around in the scene.

1: Break shelf unit, gate, and vault door. 2: Make broken concrete. 3: UV brick walls.

1: Coin Render Test, 2: Coin Particle Problem Areas, 3: Particle Video

[nggallery id=20]

Friday June 11th

Worked heavily on the vault door. Came to a problem with the door though. It’s reversed. If the image is from inside the vault itself, there’s no way it could fit through the door due to the door hinge and the fact that it’s a massive heavy vault door. So I fixed this in the image but I’m going to have to fix the composition again. Have a render of the door too.

1: Room with Door, 2: Vault Door

[nggallery id=21]

Saturday June 12th

Made some destruction parts here and there but not too much for today. Heading off to work but hope to have time to get more destruction in when I head back home. G’night!

[nggallery id=22]

Sunday June 13th

Still needs much more work but here’s the submission of Week 02’s environment. Would love to go back to this one too. Onward to Week 03 where I’ll be doing Volcano Cave Dwellers in the style of Vigil Games.

1: Image 01, 2: Image 02, 3: Image 03

[nggallery id=23]

Week 03 – Volcano Cave Dwellers


Week 03

Monday June 14th

Top Links ↑

Got some references together for volcanoes and animals that dwell around them. I was able to watch some of the BBC series “Lost Land of the Volcano.”  Thinking about using Iceland volcanoes as the main reference. Use a development of larger creatures that live around either the mud pools, warmer springs, or volcanic caves. Should be able to update drawings later tonight.

1: Cave Drawing, 2: Critters, 3: Inside Cave

[nggallery id=24]

Tuesday June 15th

Just a beginning on the modeling. Will flesh out more tomorrow.

1: Cave Model 01

[nggallery id=25]

Wednesday June 16th

Sculpting out more of the cave. Just some simple models so far. Have the lava in so come and jump on in! Thinking about texturing the lava with molten cracks and letting the glow seep through.

1: Lava Flow

[nggallery id=26]

Saturday June 19th

Doing a little bit more rescheduling of my projects. Had to go out of town Thursday and Friday and have been working a little bit more again. It’s won’t stop me but I’ll have to push more throughout the last weeks. I’ll post finals tomorrow.

Sunday June 20th

Here’s the latest posts so far. This will need some serious work. Would like to go back when time permits.

[nggallery id=27]

Week 04 – Ninja & Public Bathroom


Week 04

Monday June 21th

Top Links ↑

Finished some work that was creeping up from last week. This week is “Ninja & Bathroom” in the style of Value. Should be fun but still playing a little bit of catch up. I’ll keep progress posted as soon as I can. May have to stay up late tonight for this one. Will post sketches as soon as I can.

Thursday June 24th

Been having major artist block. Doesn’t seem that ninja and bathroom really work well together, aesthetically. Thought about the versus games Valve has made: “Left for Dead” with zombies versus humans, “Team Fortress” with various classes of weapons against each other, even “Portal” with human against machine.

In my own environment I tried to do the same with the classic ninjas versus pirates, samurai or, even other ninjas. However, my ideas became too clique and I became quite uninterested. I’ll keep striving more, continuing to develop something that strikes me as fun and interesting for the player within the game level. Here’s one idea:

1: Ninja escapes Pirate, 2: Pirate and Ninja meet, 3: Ninja Mischief

[nggallery id=28]

Friday June 25th

Been harder and harder to get caught up. Finally have some models done. Will work more and do textures tomorrow.

1: Bathroom Model 01

[nggallery id=29]

Sunday June 27th

Getting late so I’ll post some progress but will work again once I get back up. Catch ya soon.

01: Bathroom Final 01, 02: Bathroom Final 02

[nggallery id=30]