Navigation

Tuesday, September 27, 2011

Art Tests

Here's two pieces I worked on for an art test for Carbine Studios. What I submitted wasn't very good, so I didn't get the position, but I re-approached the projects later, and I think they turned out much better. They gave me the concept art, so not mine.


They gave me a few restraints for the final pieces. If I remember correctly, the wrench had to be under 250 polys, and the tree had to be under 2000. With the wrench, they wanted 256 x 512 px, hand painted texture. The tree required two 1024 x 1024 hand painted textures, one for the canopy and one for the trunk. The other requirement was that the bark texture had to be tiling.




Garden Environment

Another project I worked on after I graduated from the Art Institute. I went to school for game art (low poly model, low resolution textures), so this was my first foray into more detailed environments with complex lighting. The project was rendered with VRay.

Monday, September 26, 2011

Experiment 727


I taught myself how to normal map with this character, something that was never gone over the whole time I was in school. Never stop learning.

Gear Art

Welcome to the new and improved Gear Art, Sean O'Connor's artistic internet destination. I decided to ditch my old website, move away from the regular, HTML website format into a simple, some-frills blog. There's several reasons for this, but the main one is so I can get into the habit of regularly posting my artwork. With my old HTML website, I would go months without updating my work. With this format, my goal is never to go more than a week.

Also, I feel like regular websites can get in the way of people seeing your work. I want to make my artwork the focus by removing the interface.

So, first order of business is to re-post my old work.