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Artwork | PencilGym.com

Archive for the “Artwork” Category

was looking over my portfolio and work and how to reorganize it best, when i decided to just randomly search the web for my old but favorite personal work i did for a counter-strike map…entitled “shotgun_base”. (here’s the link to my record of the work)

and it was really emotional(?) and very inspiring to me when i found a couple cs game servers actually running the map at that very moment…5 years later and people were still actually playing on my level! it brought back so many memories and it was very gratifying to watch them play on the level, and seeing how gameplay continued to unfold with the level’s design. i had joined the most packed server, with 11 players on each team for a total of 22, it was a blast to watch them play and comment about their experience!

i wish i could have recorded an in-game video of it in action, but blast my pc having slight issues and very low on disk space..so the next best thing i did was to take some photos!!

it’s little things like this that keeps me motivated to continue pursuing my passion and dream of being involved in game production in one way or another..

“photos” from today’s trip: ^_^

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geez.. last post was december last year.. blogs meeting its inevitable fate!

never!

anyways, for my still-loyal followers, here’s an update of what i’ve been up to!

classes are back in full cycle again now, and it turns out all 4 classes i signed up for, are heavy on project work…i signed up for this History class, which i assumed would be just reading and writing sorts, but there was an opportunity to opt to take own a personal hands-on project to mod a game or something along that lines, and of course, i jumped on it immediately! i felt i would benefit alot more from this option, as opposed to writing papers for the History class, my work i do here will possibly end up in my portfolio for my future, don’t think a paper would fit anywhere hehe.

so, yes, 4 giant classes, 4 giant projects simultaneously, most pressure i have ever faced. Another class i’m taking right now is a Game Development class, where we’re simulating an actual game development office, the class is split into various production teams (artists/programmers/etc), and we’re collaborating on building a game in the Unity game engine. The first major milestone in our development timeline will be this years GDC 2010 (Game Developers Conference)…the directors want to have a playable demo of the game ready for the show..so there’s a lot of pressure, and absolutely no time to fall behind in any of our tasks, otherwise the entire team crumbles..it’s make or break! You can find out more details about this class and the game project over at SemesterGames.com.

here’s a picture of my work in progress for this game project, had to model a 747 plane:
Boeing 747 (clik for full size)

As noted earlier, i’m also working on another game project, more personal for this one, so i decided to build a level (map) for Team Fortress 2. I simply adore the art style this game took on, and i could go on another whole post about the game’s art direction alone, but yeah, it’s brilliant…so i’m hoping to create something that is in line visually, with the game’s style..but of course, being a level, it will need to also offer great gameplay, so there will be some level design skills displayed together. ;)

At this point of the project, mostly all the work is technical tests. I have to make sure i have understood all the ins-and-outs of the Hammer editing tool, and make sure the technical assets which drive the game, works. A great example is that for the game, players will need to “deliver a payload” (push a cart) along a track to the opposing team’s headquarters. Setting this up alone (the track, the cart, being pushable, etc) took me forever to figure out how it works, and even when i did think i had it all set up right, after compiling i went to try it out in the game, and it did not work, so there’s fixing to do, which means burning up more time. There’s various other key elements to the game level, so you can already see this isn’t going to be a straightforward deal.

here’s pictures of what i’ve got so far with this TeamFortress2 level:


the 3rd project i’ve got my hands busy on is a game(low poly) character…requiring to model, texture, and then rig and animate..notice i’ve pretty much not done any rigging/animating, its not my thing lol. but i’m up for the task either way..it should make something for my portfolio. i focused alot more on the model’s topology for this project, something i have always been aware of, but rarely really put this much focus onto it. Good topology is critical for any model that will be animated, and it takes an extra good eye to be able to create such topology..which i kinda struggle with to be honest.

here’s the character’s work-in-progress shots:

there’s a 4th project, it’s also a modeling project, modeling a generic human male model, with quite a fair bit of detail, but i’m not too happy with the outcome i have so far, so won’t show anything for it yet.

well, this is what i’ve been drowning myself in for the past 2 or 3 months since my last post lol…signing off!

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Alright… it’s inevitable blogs die out..

i’ve been simply too busy with my work to be writing new stuff lately..

and

this is the majority of the reason why:

i present my latest 3d model, the Dreadnought, from Warhammer 40,000.

I previously posted my work-in-progress for one of the sidearms of the droid, and i know i should have posted smaller updates, but i just forgot to and didn’t have the time to..

This is certainly one of the best work i’ve achieved personally, and it’s the biggest personal challenge yet as well..this is a planned High-resolution/high-poly model. all my past projects have been low-poly. This is my first undertaking for a high-poly model.

again, this model shown here is just a work-in-progress, it’s the furthest i have gotten, and absolutely far from my completion goal. This model is incomplete! There is pleenntyy more details to be done, pieces/parts missing, etc…!

But i would still like to get critiques as usual, so fire away!

And best wishes to everyone this Christmas, may all your wishes come true, and have a very blessed new year!

Warhammer 40K : Dreadnought 3D Model (Clik on images for Full Size)








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Here’s what i’ve been tackling these several weeks…

working on my very first High-resolution (high poly) 3d model, and i’ve chosen to challenge myself to take on the fearsum Dreadnought, from Warhammer 40k. my previous work has mostly if not all, been low-poly modeling.

this is the work-in-progress of all i’ve gotten so far… this model here too is incomplete, i still have to add alot more details, and some “iconic icons” for this part of the machine. This is just the “assault cannon arm” part of the entire Dreadnought machine that i will be modeling.

work in progress!! nothing’s final or complete!!

Enjoy, and critiques strongly welcomed!

Dreadnought Assault Cannon Arm:

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Started work on an outside project with Kike...

been asked to animate his artwork/illustration he did.

this is what we have done today..his illustrations, my animation works. :D

Original Art Scan Page
(clik for fullsize)

Animated Version (Requires Flash Player to View)

Enjoy & Comments welcomed [:

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my work from the last semester…improving on the technique/basics of workin in Maya, but art-skill still just amatuer and growing..one day..i’ll get there to that level of demand.

Room Environment project, base model given to us to texture. Texture budgets were determined before beginning the project.

Munny project, base Munny models were given to us to texture. Munnies (or Munnys) are vinyl collector toys made by KidRobot. They are sold as white/unpainted toys, where artists take ‘em home to create their own characters, coloring them with any available media (crayons/sharpies/paints/etc).
We did ours in 3D … hehe. Fun project i loved it.

(clik image for full size)

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Here’s the final Room modeling project i worked on earlier this semester, which i’ve not had time to post it up on my site until now. I’m happy with how it turned out, it being my very first room project, never done it in maya before until taking this class.

(clik for full size)

And here’s my final project for the class. Modeled a Pod Racer :D from Star Wars. No, i’m not a Star wars fanatic. I just decided it would be a fun piece to take on and it was rather enjoyable working on it.
I learnt so much from this one class i took this semester, the professor was great too. As you can probably see already that my texturing skills already improved from the room project to this final project. :)

Everything on the model is hand-painted, no photo-sourcing/layering, except for the metal plating base on the turbine engines. Everything else was diligently(!) painted, up to the very finest details (if its still visible on the screenshots). The part i’m most proud of is the cockpit/pilot cab body. No, no photoshop-layer fx either. the darks and lights n ‘indentations’ were all handpainted..everything seems to have worked. The only tools i used when painting this was the Dodge and Burn and Brush tool. Oh yea for the grime i went to look for a whole bunch of grime-brush sets, readily available via google :)

and it’s still always improving with more i learn.

(clik for full size)

(clik for full size)

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digital sketches…random..
kind of a way of me starting my own digital sketchbook.. hehe

ellopad02

ellopad02

ellopad03

ellopad03

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(clik for original size)

(clik for original size)

sooo.. this one was random.

wasnt intending to make it into a wallpaper…was simply messing around with shapes and randomly changing colors and brushes and layering, and after i was done playing around, before i closed out photoshop, i stood back, looked at it..and heeey! what do ya know, it’s kinda neat afterall :D

It has a slight 80′s vibe going on too haha.

Enjoy. hehe. [:

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(clik for original size)

was watching the movie “Horton Hears a Who” and there was this pose done by the animators for like 1 second towards the end of the movie, which i thought was brilliant.

the blue mouse is Morton, i believe, Horton’s sidekick in the movie.

thought i could use that pose to have my own fun with it, so i did this piece with photoshop.

Cookies..Power to the People!

This is now also on my deviantart account (:

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This was my character i did in Illustrator, for one of my classes. Did a short presentation on it as well. Seems like everything worked out awesome at the end.

Jezebelle is a Pirate, but not just any ordinary mean, wrinkly, gruffy old pirate, but a young Pirate Claus, like a Santa Claus.

Here’s the presentation piece (which was actually printed out at 30x38inches):

Jezebelle the Pirate Claus (clik for fullsize)

Jezebelle the Pirate Claus (clik for fullsize)

Here’s her story:

Jezebelle's Story

Jezebelle's Story (clik for full size)

This was the sketch i did that started it with (eww.)

Sketch of Jezebelle

Sketch of Jezebelle (clik for fullsize)

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So this is a project i’ve been working diligently on for the past several weeks now for a class i’m taking this semester (which i absolutely love, the teacher’s really cool).

I made some blinds for my room, using individual faces/polys for each blind, making it really expensive. We’re modeling for video Games, so we need to minimize polys wherever best we can, so we can get spend the other polys for other objects we wish to make.

Here’s what i had originally, “66 faces” for 1 set of blinds.

blinds model

blinds model with expensive geometry

So my teacher oh-so-awesome wisdom and experience tipped me off, saying i could easily achieve the same effect using a single plane, with perhaps an alpha map. He didnt exactly say how to do it, and me being so unsure of myself, didnt question more about it.

I went on using my own guesstimates and have come up with a rather decent(i think it is! i’m soo proud of myself!! :D ) “new blinds”.

This new and improved version uses only “10 faces” compared with the original’s “66 faces”.

I’ve deleted the blinds and replaced it with a single plane, followed by hand-painting a blinds-texture in photoshop (weee! im an amateur at texturing/3d modeling so every little successful thing i achieve i get very excited and feel really proud about), together with an alpha map.

128 texture map for blinds with alpha map

128 texture map for blinds with alpha map

So this is the new and improved blinds, with just 10 faces, still works pretty much the same way as the old one did.

Single plane blinds, with transparency

Single plane blinds, with transparency

Expensive vs Cheap blinds model

Expensive vs Cheap blinds model

Yipee! :D Now to carry on working on catching up with the assignment and fix allllll the other textures. I’ll get there.. just you watch! ^_^

Please leave a comment or any other tip you have for me, better ideas/ways i can further improve my work. The only way i learn is by crashing-and-burning, so rip and flame me, i take it well. :D

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Collaborative Update 2

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Recently started working together with a friend, Kike, on this project. He’s a very successful artist, in my eyes. He’s developed his own style that is unique to him. We met in a class we have together this semester.

This project will be a short artistic graphic novel. I pretty much am involved with all the digital aspects of the project, which I’m soo excited about, given this is my very first ‘serious collaborative’.

The work so far has been turning out just outstanding.

So excited to be working on this that I’ve made a desktop wallpaper from the work we have, so grab this wallpaper, it’s easy on the eyes and very inspiring ;)

Image is 1680×1050 (widescreen)

Clik to view full size(1680x1050)

Clik to view full size(1680x1050)

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