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Becki Mclean

Senior Graphic Designer | Art Director

  • Portfolio
  • About
  • Resume
 
Creepy Graveyard
Ballroom
Game Characters
Bar Designs
 

Traffic Atlanta Style

Traffic in Atlanta is notoriously bad. There's always an accident, construction, or a slow down for no apparent reason. While it can be frustrating, I wanted to make a cute video to just warn people about the traffic issues. I used Cinema 4D and After Effects. I learned a lot about integrating these two programs. 

Traffic Atlanta style
Traffic Atlanta style

 

 

 

 

 

Creepy Graveyard

I made this creepy graveyard animation in Cinema 4D using pyroclusters, emitters, texture mapping, and cloners. If you don't know what those things are, that's ok. I didn’t when i started this project. It boils down to a lot of work and a very long render time. This version took about 29 hours to render, but it was worth the wait. 

screenshot1.png
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Beauty and the Beast Ballroom

An extensive Cinema 4D project to recreate the ballroom from Disney's Beauty and the Beast. Everything in the scene was modeled, textured, and lit using Cinema 4D. I mapped textures using UV mesh exported into Photoshop and Illustrator. 

final_balcony_v2_0121.png

 

 

 

 

 

Event Horizon Characters

I created these characters for a video game project called Event Horizon. Fellow GSU students dreamed big about creating this video game. They enlisted a group of designers to create 3d models for the game. I was assigned these guys and they were modeled and textured using Cinema 4D.

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final+pic_v2.png
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Drone_Final.jpeg
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Screen+Shot+2015-01-15+at+9.48.01+AM.png
engineer0001.png
engineer0003.png

 

 

 

 

 

Watering Hole

This is a local bar that I modeled in Cinema 4D. I chose this building because it's got some great history. Located beside the train tracks in Olde Town Conyers, it served as a mill, loading station, and now is a local bar. I took a few photographs of the facade. I used them to map out the texture on the outside of the building. Inside, I made a complete pool table, using texture mapping to get the numbers on each ball. Quite a process, but well worth the effort.