This month I’m working on a 3D model of a Shinto shrine. Added a porch, stairs, railing, and bells. I can’t wait to start on the texturing process, but there’s going to be a lot of UV working (and reworking) with this one. Then once I’m done with that I’ll make some bamboo, rocks andContinue reading “3D Modeling- Shrine”
Tag Archives: claire lewoczko
Anti-Drone Gun Modeling #2
UPDATE 4-21-17: I finished the model around August last year, but never got around to posting it. Here she is! We now resume the blog post. I’ve made significant progress on the anti-drone gun model. Today I got all the texture work done for the stock of the gun- diffuse, occlusion, normal, height, and specularity.Continue reading “Anti-Drone Gun Modeling #2”
Concept Art: The Power of the Polygonal Select Tool
Sometimes the lack of technology opens new ways of doing things, as I’ve experienced lately. Unfortunately, my Wacom tablet of five years decided to give up the ghost, and now I’m researching my next drawing hardware acquisition. At the rate I’ve been going though, I may not need a tablet for awhile, and it’s largelyContinue reading “Concept Art: The Power of the Polygonal Select Tool”
Frost Sword Concept Art
Here’s the second concept in the new rendering style I’ve been working in. This one actually took longer than the previous “evil” sword concept I generated two days ago, despite it being conceptually less intricate. I wanted to achieve a better sense of texture with this frost sword concept, and I like how the hiltContinue reading “Frost Sword Concept Art”
UI Design & Weapons Concept
I’m going to keep this post short and sweet, because I’m applying for jobs and have a lot coming up in the next post. I finished the weapons concept I’ve been working on, as well as a UI page for the fictional game Dragoon Chronicles. I’ve included a time lapse of my work flow forContinue reading “UI Design & Weapons Concept”
Adventures in Portfolio Building & Learning
Hello my readers! I hope everyone’s doing well in their game development quests! In my most recent adventures, I’ve attended several portfolio reviews and received valuable feedback. Of my current three portfolios, game design, concept art, and user interface design, I’ve learned that my game design portfolio is the strongest. Huzzah! However, I do needContinue reading “Adventures in Portfolio Building & Learning”
Comrade Quest Final Release
It’s finally reached the end of the semester, and Comrade Quest’s development is over. It makes me sad that everyone on my team is going their separate ways, but I’m glad that I got the chance to lead a group of talented artists, programmers and designers to realize my vision. Also, I’m quite proud thatContinue reading “Comrade Quest Final Release”
Successful Beta!
Beta was a success! As a matter of fact, out of the previous three GPL’s that I’ve been in, I’m pleased to say that this has been the most successful beta. I’m also happy to say that the playtesters congregated around Comrade Quest’s test space first thing when the beta started! It’s great to knowContinue reading “Successful Beta!”
Night of Beta
Less than eleven hours remain before beta release. I’m nervous, happy, excited, stressed and sleepless all at the same time. It’s an odd mix of feelings, but I like it. Guess I picked the right industry to get into, because from what I heard, this atmosphere of high tension is pretty common in the worldContinue reading “Night of Beta”
Comrade Quest Checkpoint Animations
I’ve been working more on the menus, and animations for the different objects in the level. Here are the assets for the checkpoints- the banner says контрольная точка (kontrol’naya tochka), or checkpoint. I’m going off of what one of my Russian-speaking friends said, hopefully it doesn’t mean “capitalism for life” or “Donald Trump is awesome”Continue reading “Comrade Quest Checkpoint Animations”