Busy week

June 14th, 2007, 6:39 pm by James Owen Lowe

I’m moving along on the portfolio upgrade, which is nice now that I have a blog-based format.  I love using tools meant for something else in interesting ways.  At least I get to write little posts like this without adding new files and links to bloat up my website!

Anyway, this week has been hectic because of an all-day job for a web client and a bit of crunch time in a course/game I’m working on for The Art Institutes and its sister schools, with a major milestone due tomorrow!

If you’re looking for my resume and more organized, print-type portfolio, check out my resume.

Yep, I’m still looking for a job.  I’m currently working as a game designer, but I’m looking for either game design or art.  Either one is great.  Seriously.  I’ll do both.  Simultaneously.  Draw and write.  Roll dice and draw dice.

Still moving forward…

June 4th, 2007, 12:53 am by James Owen Lowe

I’ve got a good portion of my content up and online, but not organized how I want it yet. As yesterday, please use the following links if you’re looking for my portfolio or resume.

James Lowe’s Portfolio (compressed) (full resolution)

James Lowe’s Resume (word) (PDF)

UnrealTournament 2004 - “Abandoned School”

June 1st, 2007, 11:05 am by James Owen Lowe

Gameplay Video

Reworkin’ It!

May 30th, 2007, 8:49 pm by James Owen Lowe

JamesOwenLowe.com is under extreme construction at the moment, and will be back bigger and badder VERY soon.

James Lowe’s Portfolio (compressed) (full resolution)

James Lowe’s Resume (word) (PDF)

My first few tries in zBrush 3

May 29th, 2007, 11:24 pm by James Owen Lowe

Horny - First zBrush sculptWhile I worked with zBrush briefly while working on The Dork of the Rings, I never gave it a real chance as a sculpting tool until I started hearing good things about it from my pal Ian. He picked up a license, so I decided to try it out.

The first thing I tried was a rough, horned humanoid. I started tugging on geometry, using different alphas for brushes, and got that result. I wasn’t working with any reference materials, as I was mainly “sketching” in 3D, which is next to impossible in a more technical 3D program, such as 3ds Max or Maya.

zBrush Jigglypuff

I tried out a few of the newer stuff (at least new to me, if not new) such as painting masks to get the final results.

With my next “sketch,” Jigglypuff, a Pokemon character, I wanted to be true to the design and work from reference. This, like the other, is unfinished, and I hadn’t even figured out how to turn symmetry off when I made this render! A newer version actually has a proper puff.

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