Saturday, March 17, 2012

Progress on the low poly and mushrooms!



Finished another mushroom. The big mushroom is going to explode through fracture and going to work on a particle effect for it.
On the Character side, I am done baking my normals (although some need to be re-baked because they came out kind of funky). I am now in the process of texturing in 3dcoat. Being my first time texturing in 3dcoat and so used to zbrush/photoshop texturing I am still trying to find the most efficient way of texturing in 3dcoat. 3Dcoat is very powerful i am finding because I can adjust normal maps and occlusion maps really fast and the switch between photoshop and 3Dcoat is seamless giving me less restrictions than my zbrush/photoshop workflow (not to mention zbrush got really slow at times when texturing highpoly tools).

Friday, March 16, 2012

Late Night Mushroom Project





Made a mushroom to be destructible for my plataformer. Also played around with sub surface scattering on the underneath of the mushroom. Used the new complete workflow learned from our character class to complete this even faster! High res in zbrush, low res/UVs/ and base texture in 3dcoat, to finish texture in photoshop and combine a detail normal map into the xnormal normal map to finish it off.

Wednesday, March 14, 2012

GDC and packing UV's




So over spring break I went to GDC where i met a lot of incredible people ranging from college students to indie developers to lead artists and CEOs. One thing I found to be common is that they are all in general, very friendly people and easily approachable. Just because you are a student doesn't mean you cant go up to a big shot and start a conversation.

In all I got a lot out of it, made some good connections and learned an insane amount about the industry and what I have to do to improve my portfolio. There were a lot of inspiring talks such as Quantic dream's Kara demo which displayed their new engine's amazing capabilities of motion capture to portray emotion. The art of Uncharted's Art presentation was pretty incredible as well, talking their game is not a documentary, it's an attempt at a better rendition of real life, so don't just copy real life, make it better in the game, adjust colors, move things around, add new things etc.

After spring break I packed my UV's as tight as possible in preparation for baking. We are given 4 days to do this, and then another 4 to texture and create materials (along with all my other classes) so I am not expecting to get much sleep any time soon.

Saturday, February 25, 2012

Aztec Environment




Progress on an Aztec environment I am working on for my plataformer level and also as a possible portfolio piece before GDC.

Sunday, February 19, 2012

Saturday, February 18, 2012

Aztec Staff

This is the work in progress of the weapon for my Aztec character. Pretty much done with the high-res. Using a lot of things I learned from modeling the character, so sculpting this weapon took me no time at all.