Portfolio
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This digital portfolio is a collection of some of my best works in the 2D and 3D realms of art thus far in my career and should give you a good idea of my concepts, ideas, and techniques without having to peruse the entirety of Greg's Art Domain.
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Completed on: 4/18/2006
Medium: 2D artwork and compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: The first page of my portfolio showcases a character I developed for a series of comic books I had created many years ago. Recently, I redesigned his look and overall purpose, and here you can also see as I took him from a 2D concept to a full 3D model complete with some detailed 2D unwraps. The additional renders show some up close shots as well as the wireframe of the character.
Completed on: 4/18/2006
Medium: 2D artwork and compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: The second page of my portfolio featuring Jebediah Lawson who is a no holds barred sheriff character which I created for the game Unreal Tournament 2004. Due to that very fact he had to be made with a lot of restrictions in mind in terms of overall polygon size. The bottom of the page shows the unwraps of the character, and the additional renders show some up close shots as well as the wireframe of the wily sheriff, and an in game screen grab.
Completed on: 4/25/2006
Medium: 2D compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: This is a 3D still life that I did for my materials and lighting class of my game cabinet. The top three shots are actual photographs I took for reference and the shots below are my final renders. There are also a few wireframe renders which show the geometry of the scene.
Completed on: 4/25/2006
Medium: 2D compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: My Audi TT car which I designed in my first 3D modeling class. Over time I refined the overall shape of the car, the materials, and the lights used in the scene until I was satisfied with the end result. The finished renders showcase the model in a variety of locales while the bottom three illustrate the wireframe of the car as well as the solid, flat, unmapped version.
Completed on: 5/4/2006
Medium: 2D compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: A 3D exterior environment I built in my game level and world creation class. The actual model of the cathedral was inspired by the real life Chartres cathedral in France. Many hours went into the planning and design of the scene along with a lot of 2D compositing and painting in Photoshop for the maps and textures I used. The middle shot in the second row from the bottom shows some of the concept art for the scene. The bottom renders showcase the flat, untextured model and its transition into the wireframe render as well.
Completed on: 5/4/2006
Medium: 2D compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: A 3D interior environment I built in my game level and world creation class. This is the interior of one of the hallways of the cathedral found on the previous page. A lot of time went into the lighting implemented in this scene as well as the postproduction effects. The middle shot in the bottom row shows some of the concept art for the scene. The renders right beneath the large pic showcase the flat, untextured model and its transition into the wireframe render as well.
Completed on: 5/7/2006
Medium: 2D compositing completed in Photoshop, UT2004 editor and 3D Studio Max used for model renders
Info: A 3D interior environment I built in my level design class for the game Unreal Tournament 2004. Working with the editor proved quite challenging at first but wasn't too difficult in the long run. A lot of the props were imported from Max, but a large majority of the level was built from scratch in Unreal. The many renders show the numerous areas of the monastery level which is more suited for a large number of combatants.
Completed on: 5/7/2006
Medium: 2D compositing completed in Photoshop, UT2004 editor and 3D Studio Max used for model renders
Info: A 3D exterior environment I built in my level design class for the game Unreal Tournament 2004. This was a very difficult level to finish in the time alloted due to the fact that I made it absolutely massive in terms of overall scale. Being a capture the flag level in Unreal meant I had to design two bases/areas for the red and blue teams. The canyon itself was painted and sculpted entirely in Unreal. Once again, a lot of the props were imported from Max, but a large majority of the level was built from within the game editor. The many renders show the numerous areas of the canyon both interior and exterior.
Completed on: 5/1/2006
Medium: 2D compositing and painting completed in Photoshop
Info: A storyboard I completed in my scene layout and design class featuring a cinematic take on my written novel of the same name.
Completed on: 5/1/2006
Medium: 2D compositing and painting completed in Photoshop
Info: A storyboard I completed in my scene layout and design class featuring a cinematic take on my written novel of the same name.
Completed on: 5/8/2006
Medium: 2D compositing and painting completed in Photoshop
Info: A storyboard I completed in my scene layout and design class featuring a cinematic take on my written novel of the same name.
Completed on: 5/7/2006
Medium: 2D compositing completed in Photoshop, 3D renders done in 3D Studio Max and Terragen
Info: A series of various renders showing a multitude of scenes from different 3D projects. Here I experimented a lot with different modeling styles, mapping, and lighting techniques.
Completed on: 5/1/2006
Medium: 2D compositing and painting completed in Photoshop
Info: A series of 2D paintings I did of a character where I explored various moods and tones by altering the overall color schemes.
Completed on: 5/2/2006
Medium: 2D compositing and painting completed in Photoshop
Info: A series of cover paintings I did for my brother's Transcendental Warrior book trilogy along with a monster illustration are featured here. Once again one of my main areas of focus was the overall mood of each piece.
Completed on: 5/2/2006
Medium: 2D compositing and painting completed in Photoshop
Info: Some environment and character illustrations I completed in my scene layout and design class.
Completed on: 5/2/2006
Medium: 2D compositing and painting completed in Photoshop
Info: A mood piece I completed in my scene layout and design class which features the protagonist and antagonist of Beyond Darkness.
Completed on: 4/25/2006
Medium: 2D compositing and painting completed in Photoshop
Info: Two character model sheets I completed in my scene layout and design class which once again feature the protagonist and antagonist of my story.
Completed on: 4/25/2006
Medium: 2D compositing and painting completed in Photoshop
Info: A model sheet of my Unreal 2004 character along with three closeups of all the characters from my series of turnarounds.
Completed on: 5/7/2006
Medium: 2D compositing and painting completed in Photoshop, models created in 3DS Max, game code written in Flash
Info: Screen captures from my sidescroller Flash game, Sigma Force, I made in my programming class. The screengrabs show the various menus within the game as well as some in-game enemy battles.
Completed on: 5/8/2006
Medium: 2D compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: A series of models or "props" I created for various projects and animations.
Completed on: 7/17/2006
Medium: 2D compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: A series of renders of my Epsilon Zero ship which I created specifically for my 2D Flash game Sigma Force. I was also successful in bringing this ship into the game UT2004.
Completed on: 7/17/2006
Medium: 2D compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: A series of renders of my Desert Prowler land vehicle which I built specifically for UT2004. The Prowler is a fully functional all terrain assault vehicle with a working passenger weapon, rugged suspension, and (front, rear, highbeam) lights.
Completed on: 4/11/2006
Medium: 2D compositing and painting completed in Photoshop
Info: A sampling of some textures from my library which I had used in my 3D modeling. This collection of textures, almost all of which are tileable, I amassed over a rather short period of time.
Completed on: 4/18/2006
Medium: 2D compositing and painting completed in Photoshop
Info: An up close look at some textures I designed based off of some of my digital photography. The textures were mainly used as skylines and backdrops for my 3D creations.
Completed on: 4/18/2006
Medium: 2D compositing completed in Photoshop, sketches done in pencil on vellum
Info: Some character concepts I drew based off of some of my life drawing figure studies. The inset pics provide a closer look at some of the finer details.
Completed on: 4/18/2006
Medium: 2D compositing completed in Photoshop, sketches done in pencil on vellum
Info: A collection of some still life studies I did in my beginning drawing classes.
Completed on: 4/18/2006
Medium: 2D compositing completed in Photoshop, sketches done in pencil on vellum
Info: A collection of some figure studies completed in my life drawing classes.
Completed on: 4/18/2006
Medium: 2D compositing completed in Photoshop, sketches done in pencil on vellum
Info: A collection of some anatomy studies and portraits completed in my life drawing classes.
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Portfolio Page 1
Completed on: 4/18/2006
Medium: 2D artwork and compositing completed in Photoshop, 3D Studio Max 7 used for model renders
Info: The first page of my portfolio showcases a character I developed for a series of comic books I had created many years ago. Recently, I redesigned his look and overall purpose, and here you can also see as I took him from a 2D concept to a full 3D model complete with some detailed 2D unwraps. The additional renders show some up close shots as well as the wireframe of the character.
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