Tuesday, December 11, 2012

Boss' Office





This is my final creation in my Advanced Environment's class, my Boss' Office. We were tasked with creating an interior environment and I wanted to create my senior project's antagonist's office (Sir). I wanted it to be very simplified and Sir's chair to be very imposing on his guests so it sits higher than the guest's chairs. The table I referenced from Iron Man that Tony Stark used when he developed his suit. UDK Game Engine was used to set up this scene. I experimented in creating a cube map to add reflections to the floor and ceiling and creating holographic/glowing materials to use for my table. I will add in small assets along the way to fully finish this, but for now I feel very happy with how the majority of this office has come out.

Thursday, November 29, 2012

Modular Creation

 In my Game Art II class, we are creating a Space Station Mall and I was tasked with creating a shell for generic stores so my other classmates would be able to fill them up with their assets and props specific to their stores. I had decided to make it as modular as possible so each store could be of different shape and size instead of just one store "shell." So with just nine assets the store makers could create and populate their stores as they want to. Modular creation was more difficult that I thought, but I overall feel I was very successful with my modular creations.


Cactus Mill

Our most recent assignment in Advanced Environments was to create a building within a specific setting. The setting, decided by the class, was "future Mexico." Each of us could create any type of building and would be put into a compiled environment in UDK to make a "city." Technical difficulties arose and for now we are just presenting each of our buildings separate in a simple UDK start default level. My idea stemmed from creating a lumber yard, but thought in Mexico so I had fun with using Cacti instead of actual Lumber. With dual purpose mill that cut the cacti into planks and harvested their juices into vat tanks. So here are some screenshots of my Cactus Mill. 





Monday, October 29, 2012

Sci-Fi Desert City


Our next project is to create a futuristic mexican city of sorts. By the class creating modular assets and each building their own shop or building to be used around the city we will combine all of our assets into creating this city. Found these reference images to get some ideas from. 

Sunday, October 21, 2012

Tree Stump


A simple assignment where we had to utilize the Paint Effects tool, alphas, rolling fog and creating a tree stump. Using Maya Paint Effects to create the grass, created the leaves as alpha planes and the tree stump in ZBrush. Turned out much better than I expected and feel it's a quality rendered image.

Sunday, October 14, 2012

Tower




I feel very satisfied with the results of my tower. The rocks were the hardest obstacle to overcome, especially the normals. I now know in the future how to better create modular rocks. The way I created the fog works out great for my environment. I will be working on make an animated short fly through of this and will be able to fully show off my rolling fog I made. 

Monday, October 1, 2012

Tower In Progress



Here is some progress pictures of my tower. It is fully modeled and will move onto creating the rock formation that it stands on in ZBrush. Then onto texturing all of this!

Wednesday, September 19, 2012

Tower Sketches


Here are my sketches for my tower I will be creating. I really like where this is going, especially once the tower is done and then I create the rock formation in Zbrush to go with it. The tower by itself I will have to make a little more interesting with details and designs of the architecture, but the rock formation will really make it shine. And here...we...GO!

Tower/Lighthouse Ideas

For our next project, we are assigned to work on a Tower or Lighthouse of some kind. Really focusing on the aspect of a tall and thinner tower. Lighthouse was mention as a good example for this because they are just meant to be tall and stand out in a particular area for others to see. Here are some references for both generic towers and lighthouses. 



From what I've gathered, I'm planning on running with something along the lines of the tower in the middle of the bottom row, but a little more menacing. I've never been a fan of super spiky and evil looking because I think it's a little over done, but I may as well get some experience on that subject.

Wednesday, September 12, 2012

Metal Door in Scene


Here are both of my doors in an exterior of a warehouse mainly used for maintenance access. Can YOU figure out which door is the high poly and which door is the low poly with normal map? Enjoy!

Monday, September 10, 2012

Metal Door



Here are images of the metal door I created. The door on the right is the high poly version of the door where as the door on the left is the low poly version with a normal and diffuse map baked onto a plane with the key hole and door handle duplicated from the high poly and used on the low poly model. 

Introduction

Hello! I'm Ryan Staniszewski, a senior at College For Creative Studies majoring in Entertainment Arts and with a specialization on Game Art. I'm focusing on environmental and level design and this blog is dedicated to my Advanced Computer Generated Environments class. I will be posting the projects I will be working on for this class with reference photos, sketches, process work and finished work. Soon enough I will be posting a 3D modeled/textured door!