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Tuesday, December 21, 2010

VoZ :: Concepts (Light Side Tower)





Two quick concept sketches for the interactive Lobby area for VoZ.
These represent work being done to construct the Light Side Alchemical Academy.

Saturday, November 27, 2010

HeroEngine : test



Since the Torque3D engine is being discontinued, VOZ is migrating to the HeroEngine.

Each member of the Environment team was tasked with learning their away around the engine and creating some simple test scenarios.

This is one of those that I developed in a couple of hours.

Wednesday, November 03, 2010

FI : Pridefell (in-game)




Here's a preliminary look at some of the Pridefell assets (including my own) inside the Torque 3d game engine.

Friday, October 29, 2010

FI : Pridefell Structures






Tri count : 1006 (left structure) 1100(right structure)

Concept and design by myself; textures once again drawn from a common pool of tiling textures.

Thursday, October 28, 2010

FI : Pridefell Guardtower




Game asset created for Forever Interactive's Visions of Zosomos.

There are two distinct meshes : the main tower and the entrance.
The combined tri-count is about 1600.

Concepts and modeling were done by myself, while textures were drawn from a common pool of tiling image assets provided to the Environment team.

Wednesday, October 20, 2010

@twitter

Just registered on twitter

WIP : Texture Challenge





While not part of the challenge, I couldn't resist the opportunity to light the scene for a bit more of an atmospheric effect.

WIP : Texture Challenge



A close up of the detail work on the rear of the building.

WIP : Texture Challenge




My first iteration through a 20-hour, 5Mb-texture limit challenge to create an abandoned city building for a game environment.

Saturday, August 28, 2010

VoZ : Shadow Alien Town Structures



Continuing on with the re-model of components for the Visions of Zosomos game, I'm posting a composite image of several buildings I've recently completed.

Like the graveyard structures before it (and all new elements for VoZ), the Shadow Alien Town buildings draw from a common pool of textures designed to facilitate consistency amongst assets.

Mesh : Neil Schnepf
UV Layout : Neil Schnepf
Texturing : Neil Schnepf

Tuesday, July 06, 2010

VoZ : Graveyard



Completed re-model of structures for the Visions of Zosomos game.
Modeling and UV layout : Neil Schnepf
Textures based on standard set created for level consistency.

Sunday, April 18, 2010

WIP : Shrouded Temple (Visions of Zosomos)




Definitely a work in progress.
Early- to mid-stages of texture painting for this Visions of Zosomos (VoZ) game asset.

Monday, April 12, 2010

logo re-design



Quick re-design of logo for the same client as the plaque.
The purposes of the alteration was to make it consistent with the look and feel of the other image.

update to short project



A slight variant to the previous model as requested by the client.

Wednesday, April 07, 2010

short project



A quick one-day turnaround project for local Chicago musicians.

The image above shows the base, untextured model and the final render.
Textures and normal maps were created specifically for the project.

Monday, March 29, 2010

UPDATE: portfolio site

25-hour day, my main portfolio site, has been updated with all-new game-design galleries.

Monday, February 22, 2010

Forever Interactive : In the News, again

Clinton Keith who maintains a blog on Agile Game development has a post about Forever Interactive.

Thursday, February 18, 2010

Sunday, February 14, 2010

Game Design Demo Reel

Game Design Demo Reel from Neil Schnepf on Vimeo.

A brief showcase of three of my low-poly game assets.

Each were created for Forever Interactive, LLC.



Updates to my portfolio site will be following in the next week or two.

In the meantime, a gallery of detailed images of the models presented in the reel can be found here.

Friday, January 01, 2010

WIP : Forgotten Waterfall (variation 2)



Same underlying mesh, but a slightly different normal map; this one draws exclusively from the tiled texture instead of the sculpted mesh which was the basis of the previous one.

I personally like this one a bit better as it emphasizes the details inherent in the texture.