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| Karin LaPadula Home | 3D Environments: architectural/ Organic | Concept Art & Illustration | TEXTURE SETS & wIREFRAMES | 3D Scientific Visualization | Social GAMe ART / Flash aNIMATION | Resume & Demo Reel |

More 3D Environments: architectural & Organic * Karin LaPadula
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| Landscape from Mythica MORG, cancelled by Microsoft, but not before four years worth of work was done on the openworld environment. I sculpted the detail and textured this scene; other team members blocked out the background mountains. The texture set was a team effort. Tools: in-house terrain sculpting and texture application editor, Maya, Photoshop. |
"Terrain teeth" natural landmarks I
designed and modeled for Mechwarrior5. Back to main 3D Environments page. |
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| Temple Ruins view into courtyard part of level. Tools: Maya, Photoshop. | Temple Ruins, a level which I designed, modeled, textured, and lit. Independent project. The temple is "airtight". Click here to see the Texture Set. Tools: Maya, Photoshop, Mental Ray. |
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| Abandoned building texture test. Another artist modeled thebuilding. I created and applied all the textures. Tools: Maya, Photoshop. | Legacy alert! One of many 3D environments I created for Lockheed Advanced Simulation in the 1990s; modeled after a real town in Germany. Texture sizes ranged from 32-128; 1 bit of transparency on the trees. (You can see how advantageous it was to create trees with bare branches.) Tools: Silicon Graphic Iris, in-house 3D tools, UNIX. |
More 3D Environments: architectural and OrganicFor more work with fly-throughs, check out my demo reel |
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Here are additional 3D environments I've created, and
some you've already seen but from a different viewpoint.
Designing, modeling, texturing, and lighting 3D environments with atmosphere and edge is my passion. I've been creating 3D virtual worlds for games and animation since 1999 at companies like Microsoft Game Studios, Amaze Entertainment, Stratogon Entertainment, and Electronic Arts. Before that, I built 3D terrains, vehicles, and special effects for networked military simulators for Lockheed, on the pioneering SIMNET project. I've also created 3D molecular worlds, concept art, shaders, and lighting for animation for Eveo. Game art credits: 6 shipped next gen titles; 2 game lobbies; 1 social/casual game:
My digital art has been shown in fine art galleries, computer conferences Siggraph and Eurographics, has been published in industry magazines, is in several private collections. For more project information, see Resume & Demo Reel |
Copyright 2010 Karin LaPadula / Escapist Imagery. All Rights Reserved.