Friday, February 12, 2010

A New Project

Well, "new". The idea is a gothic castle, complete with graveyard, courtyard, dungeon, and Silent Hill-esque twisted areas where everything is bizarrely distorted. It is likely far too grand to take on, but I have at least taken some initiative and made up a rudimentary reference document and found a fair bit of reference photographs. So, at least I have SOME direction.

Unfortunately, my computer still hates Unreal 3, which means that if I want to build a level, it's gotta be done in Maya-only. Fortunately, I should have some help in this project. It is not solely mine, but a collaboration between a friend and I. Hopefully something will come of it and we'll have some stellar display pieces for our portfolios. In the meantime, I've been building assets. I'm focusing on being a bit more complex this time too, as I've noticed some of my stuff can be pretty plain. Stay tuned.

Wednesday, February 10, 2010

Carbonmade Portfolio Site

I decided to supplement this blog with an additional portfolio website, so I can keep my best and most recent work organized, and thus won't feel the need to have something new every time I post here.

You can find it at: Corey Hallberg's Portfolio

If you want, you can also visit my Deviantart account, though it is largely redundant (and wasn't used for a few years until recently. It can be found here: http://thalzon.deviantart.com/

And remember that character head I posted, like, in August? The big-nosed guy? I finally bothered to texture the head a little. Though the lighting is pretty bad here... Well, enjoy.



Better pictures forthcoming when I can learn how to properly use lights. :\

Tuesday, February 9, 2010

The Long Wait

Yeah, I haven't updated in forever. Sue me. But before you do, I have something to show for my absence!

BALLHEAD.

He is a creature with a ball for a head. And a face on that ball. Based off a monster doodle I did, and made in a day (technically -- his hands were made earlier and separately). Modelled, rigged, bound, weighted, all that stuff. Took around 6-8 hours. The total poly count is somewhere around 5000-6000. Those tiny hands are quite detailed. Unnecessarily so, actually, since the fingers don't flex. But that neck sure does.

I'm thinking of perhaps making a variation where the ballhead is replaced by a giant cartoon hand, much like those sticky-hand vending machine toys.

Anyway, I've been thinking of starting a different blog. This one's archiving and picture display format is a little too restrictive for what I need. I'll probably be posting a link to a new blog within a few days here. In the meantime, enjoy Ballhead.

He's already enjoying you.