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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 |

DEMO reel SHOT BREAKDOWN * Karin LaPadula
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| 1) Opening fly-through animation: Beacon, wireframe to rendered. I created every aspect of the shot: Design, modeling, texture creation, sky and background painting, lighting, composition, animation. There are 14,000 faces in the scene. Created for my 2010 calendar. Tools: Maya, ZBrush, Photoshop. | 2) Close-up of Beacon with a statue. I created all aspects of the scene. |
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| 3) Reptile Bridge buildings, created for game proposal group. I conceptualized, built, textured, and lit the entire scene. I was trying for an reptilian, Martian look in the visual style. Tools: Maya, ZBrush, Photoshop. | 4) Spystation, opening view. I created every aspect of the shot: Design, modeling, texture creation, sky and background painting, lighting, composition. Independent project. This is actually a low-poly scene, which gets it visual quality from lighting and materials. Tools: Maya, Photoshop. |
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| 5) Fly-through animation of temple ruins, first frame, inspired by my trip to Sukhothai, Thailand. I built, lit, and rendered the entire scene. The temple structure has 600 faces and is "airtight". The level, which extends behind the courtyard doorway, has 4000 faces. I built, lit, and rendered the entire level. Tools: Maya, Photoshop. | 6) Fly-through animation of temple ruins, last frame. Tools: Maya, Photoshop. |
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| 7) Temple ruins wireframe. | 8) Spystation wireframe. |
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| 9) Spystation fly-through, first viewpoint. I created every aspect of the shot: Design, modeling, texture creation, lighting, composition, animation. Tools: Maya, Photoshop. | 10) Spystation fly-through, alternate viewpoint. I created every aspect of the shot: Design, modeling, texture creation, lighting, composition, animation. Tools: Maya, Photoshop |
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11) Godfather2, Electronic Arts: This is one of several buildings I modeled and textured for GF2. The texture set and model components were a team effort, as we used modular construction methods and shared parts. I built the building, created new custom textures from the base textures, designed and finished building. Tools: Maya, Photoshop. |
12) Godfather2, Electronic Arts: Building from a distance, with in-game lighting and atmospherics. Tools: Maya, Photoshop. |
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13) Abandoned building for which I created textures and UVed; originally for texture test. I rebuilt the original model into "industrial deco" for posting here. The building bricks were made with four different textures which tile with each other, creating a non-tiled look. The original model (not shown here) was created by another artist. Tools: Maya, Photoshop. |
14) EA "test" dungeon. I built everything in the shot: Modeling, texture creation, lighting, composition, animation. Another EA artist created the initial concept drawing, and created the floor texture. Tools: Maya, Photoshop. |
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15) Reptile Bridge I created from my own concept for game proposal group. The proposal calls for an archway and building amid a Martian landscape. The building will be posted when complete. Tools: ZBrush, Maya, Photoshop for textures. |
16) Interior of buildng and exterior natural landscape for Reptile Bridge Martian environment. I created the entire scene, and was aiming for an alien look. I'm still designing the exterior structures. Work is for independent game proposal group. Tools: Maya, ZBrush, Photoshop. |
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17) Biodome, organic version. I did all work in shot: Design, modeling, texture creation, skydome painting, lighting, composition, animation. This image was for my 2009 calendar. Tools: Maya, ZBrush, Photoshop. |
18) Opposite viewpoint from fly-through, Temple Ruins. I created all aspects of the scene, including lighting (Mental Ray). Tools: Maya, Photoshop. |
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19) Forza2 Motorsport, Microsoft Game Studios: I created every aspect of the shot: Design, modeling, texture creation, lighting, composition, skydome painting. The trees were 400-800 polygons. Tools: 3D Max, Deep Paint 3D, Photoshop. |
20) Forza2 Motorsport, Microsoft Game Studios: I created every aspect of the shot: Design, modeling, texture creation, lighting, composition, skydome painting. I painted many of the skydomes in Forza2. Tools: 3D Max, Deep Paint 3D, Photoshop. |
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21) Interior for SOCOM, SonyPlayStationHome game lobby. I built and textured everything here. I lit it using Global Illumination. The structure was actually used as a tent support, rather than glass as shown here. The monitors will be playing live video. Tools: Maya, Photoshop. |
22) Curio, for independent project. 3D render. Tools: 3D Max, Photoshop. |
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23) Curio, 3D render with additional scene elements composited in 2D. Tools: 3D Max, Photoshop. |
24) Alien Homeworld, for independent project. Tools: Maya, Photoshop. |
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25) A landscape from Mythica MORG, cancelled by Microsoft, but not before four years worth of work was done on the open world environment. I sculpted the detail and textured this scene; other team members blocked out the background mountains. We had great in-house terrain sculpting and texture tools. Mythica was created as an open world MMORPG. It was cancelled due to...well there were many theories. Tools: Maya, Photoshop, proprietary level editor. |
26) Another Mythica landscape; actually a "corruption pit". Tools: Maya, Photoshop, proprietary level editor. |
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27) Mechwarrior4 Alpine level, Microsoft Game Studios. I designed and built the entire level: Modeling, texture creation, light map rendering, model placement, skydome painting. We won PC Game of the Year for MW4. Tools: 3D Max, Photoshop, DeepPaint3D, in-house level editor. |
28) Socom: Low res textures and building for game lobby for Sony PlayStation Home. I created all low res textures in the scene, and optimized the building to low res. Another team member built the high res building version. Tools: Maya, Photoshop. |
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29) Hand originally conceptualized for Mechwarrior5 at Microsoft Game Studios. I later built the hand in 3D (right). Tools: Maya, Photoshop, ZBrush. |
30) Mechwarrior5, 3D concept, Microsoft Game Studios. High res model I built in 3D from an original concept I created for Mech5. Water animation created with Photoshop layers. Tools: Maya, ZBrush, Photoshop. |
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31) Begin concept art section. Concept for independent project. Tools: Photoshop. |
32) Mechwarrior5 concept art, Mictosoft Game Studios. I created everyting in the scene. Tool: Photoshop. |
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33) ShadowRun street scene concept I did entirely in Photoshop. Microsoft Game Studios. Tool: Photoshop. |
34) ShadowRun bar scene concept I did entirely in Photoshop. Microsoft Game Studios. Tool: Photoshop. |
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35) 3D bone matrix concept model scene I created for a molecular animation for Eveo (biomedical media company). Tools: Maya, Photoshop, ZBrush. |
36) Shaders, background, and lighting created for cells for biomedical animation. Another artist created the cell models. Tools: Maya, Photoshop. |
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37) Mechwarrior5 concept art, day. Mictosoft Game Studios. I created everyting in the scene. Tool: Photoshop. |
38) Mechwarrior5 concept art, night. Mictosoft Game Studios. I created everyting in the scene. Tool: Photoshop. |
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39) Credits. Curio, for independent project. 3D render with 2D overlay for water and trees in foreground. Tools: 3D Max, Photoshop. |
40) Self-portrait; Nikon FE SLR, Joshua Tree National Park. |
demo shot breakdownBack to demo reel |
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Above are the shot breakdowns of my demo reel. I
created just about everything on the reel, with the minor
exceptions I've noted above. I edited the video
for the reel using Adobe Premiere.
The fly-throughs and meteors animations were rendered with Maya; the waterfall and comet animations were done in 2D with Photoshop and Premiere. Other games I worked on, but not included in the reel, are Microsoft Flight Simulator, Combat Flight Simulator, and Lord of the Rings Tactics. The art from these games is either too dated to be included in my reel, or else I don't have renders or screenshots of the work anymore. In any case, a web search will show my name associated with these titles as an art team member. My work for Lockheed advanced Simulation is also dated, but was still ahead of it's time in the mid 1990s! There is a shot of my Lockheeed work on the more page. Please email me with any questions on the shot breakdown or demo reel. For more project information, see Resume & Demo Reel |
Copyright 2010 Karin LaPadula / Escapist Imagery. All Rights Reserved.