For my show reel I plan to incorporate various work produced during my time at university, the main set pieces I plan to use will be produce during my independent studies where I will be designing and developing an environment inspired by the critically acclaimed The Last Of Us, I will produce a scene directly from the games prequel comic book series, Using the artistic style from Telltales The walking dead which is known for its comic book art style.
As the Environment is yet to be developed for my show reel plan I will produce a block out show reel using various concept arts used for The Last Of Us, this will allow us to see what I plan to accomplish, As I want to plan fly through for my show reel to really show of my finished Environment, So for my block out show reel I will use an environment produced in my second year of university This will allow me to show how I plan to use the fly throughs, although its not my finished scene the technique will be the same.
An example for my independtent studies I will take a scene to create from here, using the comic book style, this will be within my show reel, showing off modeling techniques aswell as a unique style of texturing. (Environments may vary to indoor to outdoor depending on chosen scene. This environment will be developed during my independent studies.
Skills Shown
- Demonstrates how I can work from a piece concept art.
- Demonstrates working in various art styles this offers out my skillset.
- Showing polycount, represents how I can develop my 3D assets, also shows how I can optimise.
- Showing texture maps and their resolution
- Showing Wireframe mode with no texture allowing for breakdown of my scene/assets.
Steps for showreel
- A fly through will be incorperated witin my show reel showing off all scene sections.
- Slow down time to show more unique assets.
- Still Shots from dynamic angels.
- Possible unique assets on turn tables show all angles in textured mode and untextured.
- 3D assets creation
- Texturing skills in varied visual styles (Including diffuse, specular and normal maps)
- In-game engine skills, Showing martials including Shader setups (Using UDK Unreal engine)
- Demostrates good sense of lighing techniques, including light maps.
- Examples of high poly to low poly work.
- Examples of outdoor/indoor environments
- Showing overall skillset within Game engine (UDK, Unreal)
Advance 3D - Environemnt
During my last semester alongside working on my independent studies, I will also be working on another project (Advance 3D) where I have to create another environment, I have to choose a piece of concept art anything I want then try to my hardest to replicate the chosen concept art.
This will be dipicted in my show reel, I am yet to choose a concept art, I am planning to choose a smaller environment as this will give me the time to focus on smallers details, I plan to develop from an outside environment with Tree, foliage and water. I hope to gain more skills in this section as this will allow me to strive as an environmental artist.
Steps for showreel
- A fly through will be incorperated witin my show reel showing off all scene sections.
- Slow down time to show more unique assets.
- Still Shots from dynamic angels.
- Smaller environment on turntable
Skills shown
- 3D assets creation
- Texturing skills in varied visual styles (Including diffuse, specular and normal maps)
- In-game engine skills, Showing martials including Shader setups (Using UDK Unreal engine)
- Demostrates good sense of lighing techniques, including light maps.
- Examples of high poly to low poly work.
- Examples of outdoor environments
- Showing overall skillset within Game engine (UDK, Unreal)
- Animated textures (Water)
- foliage modelling techniques
- Possible post-processing techniques
My next post will include images that will be used within my block out show reel, with captions of what I finally intend to design, doing this will not only show my understanding this will allow the viewers to understand how I have worked and how I've planned to design my show reel.








