June 14th, 2007, 6:39 pm by James Owen Lowe
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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.
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Posted in Personal | No Comments »
June 4th, 2007, 12:53 am by James Owen Lowe
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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)
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Posted in Personal | No Comments »
June 1st, 2007, 11:05 am by James Owen Lowe
Posted in UT2004, Level Design, Game Design, Game Art, 3D Art | No Comments »
May 30th, 2007, 8:49 pm by James Owen Lowe
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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)
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Posted in Personal | No Comments »
May 29th, 2007, 11:24 pm by James Owen Lowe
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While 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.

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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Posted in Art, 3D Art | No Comments »