This is one of my latest pieces of an abandoned, modern office building. I had the most fun setting up the lighting through the outer windows. I have included the final render, wire frame mesh, and reference picture.
This is a good example of a decaying building that conveys a sense of depth utilizing lighting and normal maps. These were integral in building an environment that looks and feels like one that would be seen in a modern video game. I have enclosed the original picture as reference, in addition to the wire frame mesh and final render.
This is a work that I wanted to push both texturing and lighting to create a dynamic and intense scene. The isolation and contrast are emphasized to draw the viewer into the hallway. I found this work fun and yet another step in my learning. The final render is quite different from the original as we were asked to create a stylized version of our own. The final render appears first, followed by the wire frame mesh, and the original reference image.
The enclosed piece is a scene out of my Masters project. I have chosen to focus in part on the climatic image of the basement. I found the the specular and normal maps to be especially effective in creating dark contrasts of light and dark to emphasize vibrant color. Obviously, lighting plays a huge role in the color and my latest render is no exception.
I had the most fun tweaking lighting and render settings to make certain aspects of the scene jump more toward the camera while others recede into the background. I look forward to this being fulling presented with my Master's project in the immediate future.
This was my first directed focus study piece. I love modeling weapons, thus I chose one of modern lore, the AR-15. I found that the specular map sold this piece most effectively due to its contrast with the dark painted color. Overall, it gave me a much better idea how to establish my workflow during design.






