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The Little Scrubber room that could.

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 Well, another day another model. :) I have been busy knocking out a Co2 Scrubber room. I don't recall if they visited one in the movie, I'd have to refer to the movie again, but this is still a fun room to model. Little by little as you can see, trying to be careful not to veer too far off the path and keep the visual recipe of the ship. This involves setting aside some time tomorrow to knock out some miscellaneous meshes to populate the walls, and various areas that give it that run down used industrial feel that Nostromo has as a "space truck" hauling ore.  It is going to be quite the task to take some images and sit down and hash out 20-30 maybe more objects that can be used throughout the ships lower industrial areas I am focusing on currently. These can be used recurrently throughout the level in a more organic and structured pattern. I am using a mix of Plugit and AMT Mesh blend 1.1 in Maya 2024 to float, align, and blend meshes to each other and then clean up ...

Big things have small beginnings

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 Let me preface by saying this is all very early WIP shots and will change over time. I Wanted to display this work in a changing and evolving manner overtime as I complete it. I wanted to share my process with others and any employers who come to visit my page and understand my processes and thinking better. Simply put, this project is challenging in scope but amazingly enjoyable and fulfilling. 100% of the work has been done by me.  In this portfolio section   ArtStation - USCC Nostromo Alien 1979 Vertical Slice Demo Presentation, James Brady  is my project of the Nostromo running in Unreal 5.3.1 engine. Completing as a passion project as I am an avid Alien Franchise fan, I also wanted to show my skills more directly to potential employers that come across my portfolio. In this project I have refined a number of skills, relearned others that dulled and challenged myself to do a solid project that I can be proud of and lead headfirst pushing the bar of quality ...