Sunday, December 2, 2012

Professional Reel 2012 (Portfolio)

This blog is up to date as of June 2014, minus one title (Evil Within) which has not been released. Here it is, a taste of all the wonderful images you will see below!

Anthony Buell - Environment Artist from Anthony Buell on Vimeo.

Find the video at
https://vimeo.com/97081564

Modeling and Halo 4 (Portfolio)

This part of my portfolio, and the last of the four segments is strictly just modeling. There is however the small exception of texture tweaks, and minor paint over for the grunge version of the Halo models that I ended up doing.

However for the sake of understanding, this section is purely just modeling, and more should I say low poly smart modeling. For the most part here this is showing forge and some environment modeling in Halo 4, which if you can understand, Forge, something like 300 objects has to be very efficient with modeling and textures. Something I had to work diligently on, and eventually had to go back and deconstruct a lot of how the models were made and textures were being appropriated, and reconfigure it to be under budget in the final game.

The last two images are from my Vigil days, just quick models for world building.

All modeling here was done via Maya.

Environment Artwork (Portfolio)

Please excuse the ton of images, this is where I have spent most of my time, is developing entire environments, from concept or mental imagery.

These pieces are ALL done from me, from scratch, this includes, high poly modeling bakes, hand painted textures, or real textures, low poly models, to implementation in the game engine, to lighting and effects. Most of these can also be found in my reel to see some of the motion.

This is I have to say my main train of profession, and where I would more ideally like to be in the industry is a total environment artist, but like mentioned in my modeling segment, that is where I think I fit most comfortably.

The level Fable is all purely hand painted textures. The tech scifi level is also 100% hand painted. The Lucifer level is a combination of realistic and hand painted. Dreams is also entirely hand painted but from poly painting in zbrush versus photoshop traditional painting.

Unique Modeling (Portfolio)

We enter the section of my portfolio which reflects the process of high poly, to low poly, to texturing. As far as my preference, modeling is my favorite, always has been, I do enjoy texturing, but I find modeling has always come to the most naturally.

I bake everything out of Max using cages, unless I don't have Max, in which case xnormal is typically my secondary resort.

Once I have my bake, I use Ndo to begin my texturing process, keep tweaking the lopo til everything is copacetic, and then voila! A model!