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Daniel Briggs -- Sketchbook
My name is Daniel Briggs I study programming at the Art Institute of Orange County. My goal is to become a technical artist. I have one quarter left of school (only 1 class!) so I plan on making a website soon including all of my work. Here is a compilation of all my 3d work in the last year. I have a lot of programming projects that I have created in Visual Studio C++ and C#; I will post all of my programs on my website! My goal before I graduate is to create an unreal total conversion mod created entirely by myself. I will use UDK and implement a lot of work including my characters, rigs, animation trees, scripted events, gun mods, level design, environment props, visual FX(cascade) and game design! Hopefully I will create some MaxScripts along the way. It is a lot of work but I know I can handle it. I have a plan set for what I have to do, it is just a matter of time. The hydralisk will be the boss you fight in my mod. I will post any major updates on my website once it's up.
I decided I should start a sketchbook that will include most of the work I have done in the last year. I have used Zbrush on the majority of these projects. I thought a sketchbook would be a great way to show some of my work. I will show my work from newest to oldest. Then I guess I will start adding on from there. Here we go..


The following images are from a level I created using the Unreal Engine. I made a lot of props using 3ds max and Zbrush that I used in this level. It is a mixture of Unreal props and a lot of my own that I instanced all over the place.

The following images are projects that I either created in Zbrush or modified using Zbrush. I put some low polys up so you can see the models I brought into Zbrush. The only thing that I did not use Zbrush on is the car. But that was before I started using this beautiful program and if I were to do the project again I would have! ZSketch is one of my favorite tools and I use it for all of my 3d creature concepts.

I used a base mesh from Scott Spencer for this speed sculpt:

The following images are really old and I have gotten a lot better since then. You can kind of see my work progress from the bottom to the top. The car I did not use Zbrush I just thought it would be cool to show. I did the full commercial production from concept, modeling, texturing, animating, rendering, compositing, and editing! I used the money from that project to buy Zbrush!! The Warfare visual FX was actually the first project I used Zbrush on. I used it to make the terrain! lol...
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Here are some links. The first one is the rig for the Hydralisk. You can see renders of it above. At the very end of the video is a quick animation to show it in action. This will be used in a cinematic I am creating for my portfolio. I will later animate and implement this character into the Unreal UDK engine. He will be a boss that you fight in an arena.
http://www.youtube.com/watch?v=rbAcBxclxpE&hd=1
The next three videos are games I have programmed in C# and C++.
This video is a game prototype created in XNA. I programmed the xbox controller to the gameplay and played with collision and particle effects.
http://www.youtube.com/watch?v=Lvzp6vnP6Gs
The following video is a quick XNA game I created. I used basic physics and added gravity to the classic game of pong. I created this as a tutorial for some classmates to show them object oriented programming techniques.
http://www.youtube.com/watch?v=ItxkvM5UeAI
This is a current project I am working on. It is created using C++ OOP. I implemented the box2d physics library and Dark GDK engine. It still has a lot of work to go, but the core functions are there.. Virtual cameras, basic AI, physics, collision handlers.. etc..
http://www.youtube.com/watch?v=9l6hTOZAnxI
-DBriggs
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