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


   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.

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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.
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 Organic

For more work with fly-throughs, check out my demo reel

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:

  • At Electronic Arts:   Godfather2 (PS3).

  • At Microsoft Game Studios:  Forza2 Motorsports, Mechwarrior4: Vengeance, Microsoft Flight Simulator, Microsoft Combat Flight Simulator (XBox360 and PC).  

  • At Amaze Entertainment:  Lord of the Rings Tactics (PSP).

  • For Sony PlayStation Home/Millions of Us:   3D lobbies for Far Cry2 and SOCOM (PS3).

  • For Stratogon Entertainment:  3D environments for casual/social gaming site, Jasmine Club (Web).

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

Email:  karin at escapistimagery dot com

 

Copyright 2010 Karin LaPadula / Escapist Imagery. All Rights Reserved.