The garden floor structure in MAX so far. It's v. low poly, sitting at around 420, but I'll be splashing out on a high-detail 2048 texture as it's a main showcase asset.
Showing posts with label concept art. Show all posts
Showing posts with label concept art. Show all posts
Wednesday, 6 March 2013
Thursday, 7 February 2013
Thursday, 31 January 2013
Wednesday, 30 January 2013
Tuesday, 29 January 2013
Base concepts 1
First concepts of the central time machine and main room.
And a paint-over of Ian's 3D mockup, just to give it a sense of scale
An illustration to begin imagining what the map in the tech room might look like. (gratuitously featuring my own bounty hunter)
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