Doc's Playhouse

Hi I'm Alex, a 23 year old 3D artist living in Melbourne, Australia. Since a young age I've always had an interest and a love of playing video games. Following this industry closely over the years has helped me develop my skills as a graphic designer - and in recent years - inspire me to pursue a career in the video games industry. The purpose of this blog is to showcase my work as a 3D artist, graphic designer and crafter.

Once again just playing around with my old Vue environments. I’m really impressed with how this one turned out. I tweaked the lighting, changed the clouds and shaders for the mountains and water, as well as adding two extra mountains in the background for extra awesomeness. Dust, fog and haze settings were played with to make it more realistic.

Was playing around with one of my old environment scenes in Vue tonight and made this. Liking those big puffy cumulus clouds in the background, shame I couldn’t get some nice fog going on in the foreground -_-… I actually prefer the new one to the old one, looks a lot more realistic - even though the snow looks a little bright.

Assets I completed in four days as an art test for Impromptu Games. Redwood tree had a limit of 800 tris, while the rock had a limit of 300 tris and required a high poly sculpt. Instead of retopologising the low model from scratch, I exported the lowest sculpt level in Mudbox to Maya, then proceeded to delete and merge edge loops until I ended up with 300 tris exactly. Texturing took around four straight hours for the diffuse, spec and normal maps to be completed. It’s intended to look like more of a grey muddy rock, with moss growing in the cracks. Flowers were added to make it extra ‘special’.

Assets I completed in four days as an art test for Impromptu Games. Redwood tree had a limit of 800 tris, while the rock had a limit of 300 tris and required a high poly sculpt. Usually I’ve used a workflow that involved modelling the low poly first, then sculpting, then baking the normals and AO. However, this is the first time I’ve sculpted the high poly mesh first then used it to create the low poly version. I’m really happy with the result.

Assets I completed in four days as an art test for Impromptu Games. Redwood tree had a limit of 800 tris, while the rock had a limit of 300 tris and required a high poly sculpt. This is my first time creating a tree. I spent two days researching this particular species, and deconstructing models of trees to see how they were created.

08/05/12 - 09/05/12 @12.56AM - Made a start on the 3D version of my Drake’s Fox costume I made last year. So far I’ve done a basic sculpt of the base part of the scarf without the flappy parts attached. Done in about 1.5 - 2 hours using photo and real life references of the actual scarf.

08/05/12 - Old skirting boards to go into my apartment environment project. Had to redo the UVs, then texturing which took 1 day total. Diagonal pieces take up a single UV map, while the rest is on another singular UV map.

Introducing the Construction Site Pack for sale on the Unity Asset Store. More information can be found here > http://u3d.as/content/alex-mc-donnell/construction-site-pack/

This package contains 8 different models for use in a construction yard type environment. Included models are; an orange barrel, a metal railing, a fire escape door, a reflector, a ceiling light and 3 different wooden boards in various sizes.

This is my first ever 3D content to be released publicly for purchase.
©2012, Alex McDonnell.

NeatStreets Application Iconset for WP7.

I had a go at redesigning the logo for NeatStreets app for Windows Phone 7, as the current one doesn’t exactly fit around the whole ‘Metro’ theme.

Original can be found here for comparison > http://neatstreets.com.au

17/04/12 - Assets I plan to release onto the Unity Store, and I’ll update this post again once I do. Each will be sold individually and as part of a pack containing all assets you see here. Rendered using Marmoset Toolbag.