Will Owen's profile

Will Owen - Digital Art Portfolio

Game-ready acoustic guitar model. All 3D and texture work by myself. Rendered in Marmoset Toolbag. 
Main hall view of Frankenstein's Lab done as part of my Honours research. All 3D work done by myself. Texture work is a mix of my own and materials by Epic. Screenshot from UDK. 
High-poly of Frankenstein's operating table for my Frankenstein's Lab environment. All 3D and Texture work done by myself. Rendered in Mudbox. 
Bookshelf in Frankenstein's Lab. All 3D work done by myself. Texture work is a mix of my own and materials by EBookshelf in Frankenstein's Lab. 
Frankenstein's desk in my Frankenstein's Lab environment. All 3D work done by myself. Texture work is a mix of my own and materials by Epic. Anatomical drawings are from an early version of Gray's Anatomy. Screenshot from UDK.
Low-poly brain model used as a prop in my Frankenstein environment, using baked textures from a high poly mesh done in Mudbox. All 3D and texture work done by myself. Screenshot from UDK model viewport.
Recreation of the original moon landing site done as a part of my Honours research. All 3D and texture work created by myself. Screenshot from UDK. 
Left behind objects from the moon landing as a part of my landing site recreation. All 3D and texture work created by myself. Screenshot from UDK.
Experiments in environmental narrative revolving around a central theme of a table setting. All 3D and texture work created by myself. Screenshot from UDK.
Experiments in environmental narrative revolving around a central theme of a table setting. All 3D and texture work created by myself. Screenshot from UDK.
Experiments in environmental narrative revolving around a central theme of a table setting. All 3D and texture work created by myself. Screenshot from UDK.
Specimen drawers modelled for my Frankenstein's Lab environment. Normal map created using NDO2. Screenshot from Maya viewport. 
Procedural snow texture created using existing assets in UDK. The snow falls based on the wind direction and is blended based on a the object's heightmap. The amount and thickness of the snow can be modified in the material instance properties. All 3D assets and textures by Epic, screenshot from UDK. 
Hologram material created using existing assets in UDK, with the exception of a very simple line texture. The horizontal lines are mapped to the X-axis of the level and remain independent of any animation or movement. The material is very modifiable using instances. All 3D assets and textures by Epic, screenshot from UDK. 

Examples of the material in motion;
http://www.youtube.com/watch?feature=player_detailpage&v=mXShHvw1asg
http://www.youtube.com/watch?feature=player_detailpage&v=J3kPd-sVDIo
Rain of fire particle effect created using existing UDK assets. This is a modification of the included rain particle effect in UDK using custom materials. All 3D assets and textures by Epic, screenshot from UDK. 
Procedural rain material using existing UDK assets. Regardless of how the object is rotated it will stay wet on top and dry underneath, with rain running down the model using a similar technique to my hologram material. The rain also effects the colour and specularity of the rocks. All 3D assets and textures by Epic, screenshot from UDK. 
Paintable heightmap based material blending on terrain in UDK. Epic have since created a node that adds this functionality to terrain materials so this never really saw any use. All 3D assets and textures by Epic, screenshot from UDK.
Unusual health indicator created for the 'Bungle in the Jungle' mod. As the player takes damage the snake becomes more damaged. All work in Photoshop by myself. 
Large version of the Aztec snake from 'Bungle in the Jungle'. All work in Photoshop by myself.
Status effect symbol for being confused, made for 'Bungle in the Jungle'. Designed to also work as a monochromatic overlay while used on the HUD. All work in Photoshop by myself.
Status effect symbol for being poisoned, made for 'Bungle in the Jungle'. Designed to also work as a monochromatic overlay while used on the HUD. All work in Photoshop by myself.
Will Owen - Digital Art Portfolio
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Will Owen - Digital Art Portfolio

Personal portfolio for Will Owen.

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