Rigging
The rig shown below is the only one I've ever done, but I'm happy with how it turned out.
The concept was for a new miniboss archetype in Destiny - something akin to a spider tank in size and difficulty.
The concept was for a new miniboss archetype in Destiny - something akin to a spider tank in size and difficulty.
In addition to the use of forward and inverse kinematic joints, aim and orient restraints were used to various effects as well. One such example is the machine’s head turrets, which aim toward a designated target independently of the rest of the head. Other examples are the three-way shoulder joints that use orient restraints to lend realistic movement to the legs’ IK chains and the various pneumatic pistons which move and orient rather than scaling or stretching.
The machine's hindquarters feature a pair of hinged shells that open up to expose a missile cluster and a cannon is mounted onto its underbelly, complete with a mobile recoil dampener.
I imagine the wings' thrusters being able to be used offensively to scorch players who wander too close, the wings' foils being able to be used defensively - effectively as shields - and the machine as a whole to be extremely nimble, able to use its thrusters for both on-ground maneuverability as well as outright flight. I also imagine the thrusters as being destructible - the machine only able to fly if both are intact, only able to pivot or use a thruster offensively if at least one remains, and perhaps only using its wings defensively if both thrusters have been destroyed.
Finally, the rig and model were designed to be mechanically realistic. The joint structure and pneumatic pistons are set up to be mechanically plausible, yet also enable significant mobility, allowing the machine to strike poses such as those seen above without breaking restraints or clipping.
3D
Below are the results of a one-month computer graphics project I did my sophomore year.
Modelling, texturing, ambient occlusion, and lighting were done in Maya.
Bump mapping was done in CrazyBump and Photoshop.
Texture creation, layer combination, and final touches were done in Photoshop.
Modelling, texturing, ambient occlusion, and lighting were done in Maya.
Bump mapping was done in CrazyBump and Photoshop.
Texture creation, layer combination, and final touches were done in Photoshop.
2D
Below are some samples of art I've done - some traditional, some digital, some for assignments, some for fun.
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My game narrative review on Destiny placed Gold in the 2016 GDC competition - this is the poster I made to accompany it at the panel. It looks rather simplistic at first glance, but closer inspection may reveal quite a lot.
The review itself is available as well:
Feel like you're missing something? View with zoom. Rather have it just shown to you? View with spoilers. Note: Even the spoiler version still holds some secrets. |
Audio
The following are original compositions I made my junior year using Mixcraft and Audacity:
Ceramics
Below are some ceramics projects I did as part of an art elective my senior year.