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

WIREFRAMES & TEXTURE SETS    *   KARIN LAPADULA     


Beacon:  Here are some of the textures I painted for Beacon, posted at much lower resolution than the actual.   (The textures were not laid out like this on a sheet; this is just for viewing purposes.)  The shaders include normal and specular maps; some normal maps shown here.  I used Crazy Bump and the Nvidia plug-in to create normals; some normals are hybrids created with both tools.  The texture sizes range from 64s to 1024s, depending on the screen space they take up and whether they tile.  I used a grit texture overlay to create an aged feel to parts of the gate.  The fence is a bitmap with a strong normal map.  The skydome texture (lower right) is much larger relative to the other textures in the scene at 1024.  Beacon; half wireframe.  Shows a statue I'm currently working on.   All of the vegetation and grass are low-res, one-poly bitmaps.  The trees and gnarled branches were twisted with Maya and ZBrush.  There are 13,000 faces in the entire level.  This scene is being used for my 2010 calendar, so I added a lot of detail, though I did do some poly optimization to reduce fly-through render times.  See the fly-through demo reel.

Reptile Bridge:  Here are the textures I created for the Reptile Bridge Building (right).  The textures are arranged for display purposes and are not to the scale used.  Each texture has it's own normal and specular maps.  I used ZBrush and Photoshop to create the textures.   ZBrush was indispensable in creating the reptile wing textures - I used a pencil drawing and ZBrush for those.

Reptile Bridge: 3D render of part of a Martian environment I'm working on for a game proposal consortium.  Am currently constructing buildings in the style of the bridge for the scene; thus the need for doors, windows, and interior elements.  The texture set is on the left.

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Here are some of the textures I painted for Temple Ruins, posted at much lower resolution than the actual.   (The textures were not laid out like this on a sheet; this is just for viewing purposes.)  The shaders include normal and specular maps; not shown here.    Opening shot of Temple Ruins fly-through; independent project.  See the fly-through demo reel.

Temple Ruins, wireframe.  All tress and vegetation are billboards.  The temple structure is "airtight".   Independent project.  Maya, Photoshop.

Temple Ruins, last frame of 3D fly-through.  Independent project.  Maya, Photoshop.

Spystation:  Some of the textures I painted for Spystation, scaled down from the originals.  The textures had their own normal and specular maps; some shown here.  I used both Crazy Bump and the Nvidia Photoshop plug-in to generate normals.(The textures were not laid out like this on a sheet; this is just for viewing purposes.) The actual sizes range from 256s to 512s, with the skydome background being 2048x768.   The skydome is a texture painting composited with a 3D render of the lighthouse and rocks. 

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3D render of Spystation, which gets it's atmosphere from materials, lighting, and strategic placement of mist billboards.   The texture set is on the left.  There are 4,000 faces in the entire scene.
Spystation wireframe.  One TV monitor (right center) is modeled in more detail; the one to it's left is a box.  They look nearly identical in detail with the normal maps, materials, and lighting.  There are approximately 4000 faces in the entire scene.

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Spystation alternate view; wireframe on left.  Selective use of normal and specular maps, some mist billboards, and some inspiration from 1950s sci-fi movies, helped created the atmosphere.

Some of the Biodome texture set, scaled down from the originals, and minus the normal and specular maps I created for it.  I used mostly high resolution textures for this scene, ranging from 512s to 1024 on the walls, water, and bark.  I used a few 256es on smaller things like ivy vines and grass.  

Biodome and it's texture set, left.  I used a limited number of vegetation textures, but it looks like more because I placed them in different combinations.

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SOCOM low res building in wireframe.   The building was meant to be seen from a distance.

Low resolution SOCOM archway building, I created for Sony Playstation Home game lobby.  I made the low res textures and used normal maps to give the surfaces more depth.  The texture set is all 256 or less; four textures used total.  Tools:  Maya, Photoshop.

 

WIREFRAMES & TEXTURE SETS 

Above are texture sets and wireframes of some of my work.  The ambiance in my work is created mainly through textures, shaders, composition, and lighting.    It helps to have great lighting generated in-game.  I always consider sightlines when constructing a scene.  I  create original textures with Photoshop and ZBrush, usually using my own photo source. 

My work is built to specification according to the technical capabilities and limitations of the target gaming platform.  I've built environments to run on the PC, XBox, XBox360, PSP, PlayStation platforms, and for the web.

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For more project information, see Resume & Demo Reel

Email:  karin at escapistimagery dot com

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