Tuesday, May 23, 2017

Greeting Card Designs


These are custom greeting cards I designed and created using mixed media. The vehicle illustrations were done traditionally using color pencils on black paper. The drawings were then digitized and composed with simple background elements in Photoshop. The top design was made for the client's personal use displaying a caricature drawing of their own custom show car. The bottom design was made as a Christmas holiday card promoting the client's home inspection business. It displays a caricature drawing of their work truck.     

Tuesday, May 16, 2017

Business Card Designs: Aiello Custom Cars

These are four unique business cards I designed for famed Northern California custom car builder John Aiello. The only text he wanted was his business name and phone number. Two off the four designs include the Golden Gate Bridge as a design element while all four cards include graphic depictions of some of his more famous custom show cars.

Tuesday, May 2, 2017

Tee Shirt Design: Austin Speed Shop


This is a Tee shirt design I created for Austin Speed Shop using Adobe Illustrator/Photoshop. My client wanted an image that illustrated the popular car culture adage: 'Praise The Lowered'. I decided to use Christ as a central figure which is prevalent in Chicano/lowrider art culture. My twist on the theme was to replace Christ's sacred heart with the state of Texas. The idea being that the state of Texas was so close to Christ's heart, it actually IS his heart. This concept also loosely plays on the saying: 'Deep in the Heart of Texas'. The Star of Texas is also a fitting symbolic backdrop, and lastly the inclusion of sunglasses suggests that since Christ loves Texas, hotrods, and lowriders, He must be cool! The final design was delivered in gray values knowing that the printers would be able to print various color versions of the image, which was an option the client desired.

Thursday, July 16, 2015

High Poly/Low Poly Character Concepts

These are samples of my character concept rendering ability. The assignment was to first draw a realistic Roman Legionnaire soldier with specific materials of the costume faithfully rendered. This was to be used as concept art adequate for a 3D character modeler to create a high poly model. The next step was to draw the same character as a toy-like caricature, again as concept art adequate for a 3D character modeler to create a low poly model.     

Painted Environment Objects for TheVille


These are a few of the many environment objects I created for TheVille social game while working at Zynga. These were first modeled in 3D using Maya, then rendered in grey scale and exported as images. The images were then brought into Photoshop and painted adding lighting values/effects, then colors and details. The painted images were then imported into Flash and processed for the game engine. Many objects were made including plants, trees, buildings, holiday themed decorations, etc. 

Monday, April 14, 2014

Monopoly Bingo mobile game 2D graphic icons

 Ocean theme 2D UI graphic icons made for Monopoly Bingo mobile game. They were required to be eye catching and must be easily recognizable even at a small scale. Each icon was required to fit in a square format space and was designed and painted in Flash by me.  

Monopoly Bingo game Google lawn sculpture objects



 Low poly Google lawn sculpture objects made for Monopoly Bingo Mobile game. Modeled, UV'ed, and textured by me. Shown here in Unity game engine.

Monopoly Bingo Mobile Game 3D Construction Vehicle

Low poly background 3D construction vehicle for Monopoly Bingo Mobile App game. Vehicle was modeled, UV'ed, and textured, by me. Shown here in Unity game engine.

Monopoly Bingo Mobile Game 3D tokens




 Low/Medium resolution 3D tokens for Monopoly Bingo Mobile App game. Modeled/UV'ed in Maya, Normal Map created in Zbrush, metal shader applied in Unity. 

Monopoly Bingo mobile game Construction Guy 3D character


Low poly background 3D character for Monopoly Bingo Mobile App game. Character was modeled, UV'ed, textured, skinned and rigged by me.

Sunday, January 30, 2011

Ingame Character Study




These are Maya screenshots without lighting of a 3D character. It has been generated as an ingame character as it is relatively low in vert count(about 4500 total). It utilizes two 1024x1024 24bit .tga texturemaps. The mesh is used as the basis for the 3D sculpture work shown below.

Wednesday, January 26, 2011

3D Character Sculpture




This sculpturing work was done using Mudbox with the initial 3D modeling created in Maya.

2D Design Work



Using both Illustrator and Photoshop, I've created these design concept renderings for clients that wanted an image of their custom car project to see what it might look like when completed. Often I'm asked for design input for some of the modifications of these cars. Once the primary decisions have been made, I then generate the image. The Mucha Muchacha car was featured in the March 2010 issue of Rod & Custom Magazine.

Friday, August 6, 2010

Character Prototypes


These are a couple of characters that are experiments using conservative polygon counts(4000 vertices), simplified wrinkles modeled into the clothing, and all lighting/shadow information painted into the textures. Most all of the modeling/texture work and basic rigging was done by me with the exception of the male shoes and the male & female face textures.

Thursday, July 1, 2010

Blade Runner PC game Environments I

While at Westwood Studios, I worked as a CG artist on Blade Runner the PC game. I created 3D models and textures for characters and background environments. For the shots shown here and the next post, camera setup/animation, modeling, texturing, environmental effects, and lighting were done by me as well as any looping animations that played during the scene. Looping animations like a shadow of a spinning fan, lighting changes or display screen flashing information or a smoldering cigarette brought these scenes to life and added a lot of mood to the shots.

Blade Runner PC game Environments II

Some signature camera shots in the film were replicated in 3D for the game. One of them is a shot where the camera cranes down from a wide shot of the vast interior of the police station down to the interior of Bryant's office(the beginning and ending of this shot is shown above). These background environments were pre-rendered 3D environments while the characters were 3D sprites. We used voxel and Z-alpha technology to integrate the two together.


Tuesday, September 15, 2009

SPORE Object Animations



Here are some of the many Rig Block objects that I modeled, rigged and animated for SPORE. The player can build his/her own creature, vehicle, or building by modifying and combining these Rig Blocks. The player could stretch and squash them in XYZ directions by pushing and pulling the handles. These animated models were created using a combination of blendshapes and skeletal rigging/animating. Careful design and planning ensured that the combinations worked successfully together and that they operated in a satisfying and often surprising way. Click on the arrow button in the lower left of each image to view the animation.

Friday, September 11, 2009

Texture Work for Spore Creature Parts


These are samples of texture and UV work I did for some Spore creature parts. These were 3D models that were previously modeled and rigged/animated but were in need of texturing/UV'ing. Because some of them opened and closed, textures were designed and painted for the inside areas as well as exterior surfaces. The textures were initially created using the 3D Paint Tool in Maya then touched up and polished in Photoshop.