Category: Uncategorized

Quiet, but Busy

In the last few months we have been working on a small game with a couple of programmers and a sound Designer.
And I’d like to show some early progress!

All I can say its a game based around the 1930s in an alternative world, and that we are using a cell shaded style inspired by the traveling posters from 1920. I am however pretty excited and hopefully I can show more of the game soon.

room

piano

fascinatorlady

mansion_hall_stair_pillars

eveningladies1930

tuxedogentleman

servants2

Published on: 25 November 2016
Posted by: Paco Casares

The Legend of Zelda: Twilight Princess HD, as a texture artist

Today is a very big date as the game that I contributed back in 2014~2015 is released today and I can finally disclose that I worked on Zelda, Twilight Princess HD as a re-texturer and environment modeller at Tantalus

For the full featured and detailed trailer, click here: https://youtu.be/-CfW2hpHoNI

It has been a fantastic experience, and very unique workflow as well on how to re-create texture that already exist, and also on how to improve a game that was highly acclaimed back in 2006. I worked mainly on recreating the textures for the temples and enlarging the textures with a fantastic team of texture artists. Mainly did work for Arbiter’s Grounds with Dylan Beazley. I also re-made textures for Temple of Time, City in the Sky, Twilight Palace, Re-skinned some of the props such as the Compass and Weapons, And cleaning and up-rezed a lof of the characters, enemies and bosses.

The following screenshots contain my texture work:

This are captured from the trailer.

triforce

Worked on the engravings and alphas

templeArbiter2

Worked on floor and wall textures

templeArbiter

Worked on the engraving and wall textures

shadowCarrior

Re textured the flying enemy (Shadow Carrior)

boar

Re-textured the boar

wheel

Re-textured the Wheel and centre piece

 

12791114_10206156766178450_451354854747195953_n

These are all game screenshots. And the work I did, I did not do the original textures (as they were from the 2006 game) Some of the textures were incredibly small to fit in a gamecube disk. So a lot of love went into it 🙂

Published on: 5 March 2016
Posted by: Paco Casares

Gnomon Live Australia

The first Gnomon Live Outside the US! I shall use this post to edit, add details.

gnomonLiveAustralia

The opening speech was a general introduction and emphasised more on talking about how Star wars made an impact on artists, Some din’t mean much, others when young made somewhat a bigger impact. some made a much bigger impact (Blizzard art director) Cleary defined how episode 1 to 3 art books made him consider more his current Role.

On Saturday morning I will see the Jonathan Berube Demo.

Published on: 5 March 2016
Posted by: Paco Casares

Little update since a while ago

I have been incredibly and crazy busy lately. I must say however that things are going incredibly well. As a summary since the inception of 2015, we outsourced work for a AAA game tittle mainly focusing on doing textural work for an old game to make it new. Did some self training on Substance Painter and Designer. I’ll say it now and I’ll say it again. Incredible. Amazing. No words on how effective these programs are. They make texturing in several maps a breeze. Where designer focuses more on creating a node based texturing system for several maps, Painter focuses more on procedural masking and material assigning in 3d view. While texturing with these guys, I am doing a small tower (in working progress) to show my skills.

In all news, I also got some new work for an Architecture Firm! Its interesting because I shall learn a tonne of 3ds Max while on the job.

Published on: 27 June 2015
Posted by: Paco Casares

Updating the website

What’s going on! It has been a while that I have touched my website, and I would love to come back stronger than ever! I am updating the site with a fresh brand new WordPress theme that has the same and whistles as the one before, but with a new bang! The site now looks incredible on mobile phones and ipad devices too as it features retina display capacities and responsive layout.

I still have a few things to do with the new template, as id like to recreate a template to show my works, logo, change the css for the colours (I am not a big fan of white screens to show off work) and recreate the works page while uploading the new stuff I have been doing in the last few months.

Talking about the last few months. Id like to put up work I have done this week. I made a 3d model for a client. And a wall decal. My next plans are to make a 3d building of the 17th century. Hope you guys are being well, and I’d like to pay more attention to my site from now on to share my works and findings.

Object topogunned with 7772 triangles

Object topogunned with 7772 triangles

Unity shot with lights to show normals

Unity shot with lights to show normals in action

Shot to show different angles with textures

Shot to show different angles with textures

compiled reference for building

compiled reference for building

Wall Decal

Wall Decal

Published on: 15 March 2014
Posted by: Paco Casares

Work updates

While I am enjoying the gorgeous and fun adventures in Spain, I have done some more modeling stuff. The first image is a set of taps low poly game ready. These have Spec, Normals and Diffusion with AO baked on. Triangles on image.
Next is a open diorama apartment, I hope I can use this bugger here to display the furniture pieces. I would really like to put this scene in sketchfab so I can show my modeling skills and techniques. Last, its another platforming rock, I am prepping up a University Project, and beautifying it so I can show case my modeling skills. Its looking amazing, but, I do not want to put screenshots until, well, until I have done most of the improvements. I am focusing and redoing most of the rocks, plants and environmental pieces. Over and out 😉

 

tapsDone

appartmentTest

platformFun

 

Published on: 11 August 2013
Posted by: Paco Casares

Zbrush new Zremesher!

So, when you just think how amazing and good Zbrush is with all its whistles and bells, they just get better!
I have been playing around with its new 4R6 feature: Zremesher, its the new Qremesher, but improved vastly.

I have been studying out-doors at rocks, and rocks can be quiet hard to make. So I have been doing these rocks here, and used them to experiment Zremesher.

I wanted to polish the platforms made by Estelle at the university project (brave bones), and use this opportunity to learn to do rocks.

I have been wanting to expose Basel bones for a while, and I will when I take the game assets in the project and I give it a new brush polish.

An early version of the rock sculpt.

An early version of the rock sculpt.

 

After reviewing the earlier sculpt, a more rocky defined sculpt with emphasis on platforming design.

After reviewing the earlier sculpt, a more rocky defined sculpt with emphasis on platforming design.

After the sculpt, I did some Zremeshing experiments. However, when doing remeshing several times, I found the final shape does change a little bit, so I did divide the mesh again, and did some projection so put the low div nearer to its high mesh.

Zremesher with 1368 triangles. Too many for an static platform?

Zremesher with 1368 triangles. Too many for an static platform?

The conversion from high poly to having a re meshed platform was fantastic, but after posting this on a FB page ( Lunchcrunch) a good fellow recommend it me to use decimation master, and how boy I was pleased with the results. I have only experimented with decimation master, but again, it made my job from great to even greater but making it 20% of its zremeshed topology.

A wooping diference, from 1368 to 264 triangles. If you ask me, they look pretty similar in shape.

A wooping diference, from 1368 to 264 triangles. If you ask me, they look pretty similar in shape.

If going back, I would maybe make the shape 512 or so triangles instead of 264, but, in a world where we have to constantly look for ways to making assets cheaper to run. It makes more sense to have more assets to cover the triangulation with smaller assets (put some rocks or grass on top) to hide the triangulated mesh. That has a small cull, so it fades away after the camera being 20 metres or so away from the camera.

Asset Textured

Asset Textured

Textured and placed in Unity with Difusion, Normals and Specularity. All done using dDo. An Amazing Photoshop plugging used for High to Low Poly texturing.

With all these self discovering techniques, I have also been learning UV Layout, a program that makes UVS prety good and pretty fast! With dDo, UVLayout and now Zremesher, I am willing to focus more time on the sculpt and the shape of the object. And to make assets faster!

 

A list too big?

A list too big?

With the massive amount of platforms I want to make, does it seem illogical to do it this way? Yes at first. I was thinking: wow, I got to retopologize, do the uvs and texture by hand? for each of the assets? If I have learned the bad way in the last few weeks, its the following. An asset when made, most people will look at it for just 0.3 to 3 seconds. At times just 5 or 10 seconds if they are artists them selves. Is it worth spending more than 3-4 hours for a single asset? depends on the importance in the game or environment, and depends of its purpose. Now with dDo I can save a preset, and I press a button, textures done. With Zremesher and decimation master, press a button, Done. And with Uv Layout, its like a puzzle origami game. Pick edges, drop, and expand. I can focus on the art looking like art. And I can focus on giving the assets its actual purpose!

For some more reading, check out what I mean by reading this Naughty Dog article

 

 

 

 

Published on: 17 July 2013
Posted by: Paco Casares

Crates, Sofas and more

While I am having a very chilaxing holiday in Spain, I am not wasting my time without learning some fresh stuff 🙂

I have done a crate for experimenting workflow (and I must say, workflow in game assets its everything haha, there is like 5 software’s that I am becoming adjusted in using!)

In all this workflow, I have also had a play around with a new software welcome: UVLayout.  And its great! I recomend it in a heartbeat. Making UVs becomes really visual.

(more…)

Published on: 9 July 2013
Posted by: Paco Casares

dDo and Toolbag Test

dDoInterface

 

In the last two days I had a play with dDo and nDo2. I must say I am very happy with what it can do! Its a very automatic process however, and many users suggest to use this as a base or just to learn how materials work.
I modelled a wall rock two weeks ago and I decided to experiment with dDo, I am very happy with the results. It automaticly places details depending on both the OS Normals, Normals and Occlusion and what kind of material is it, hence why dDo recommends highly to make a colour map, to mask the areas of different materials by using colour. By just using the OS Normals, Normals, and Occlusion it spit 4 maps automatic with the press of a button.

Here is where dDo can be checked out:
http://quixel.se/ddo/

This video, even do its very long, its worth checking out, because it explains very carefully how dDo is used:
http://www.youtube.com/watch?feature=player_embedded&v=hncqbwkGbM4

And last, a little screenshot using Marmoset Toolbag, another delight to check out!

 

zbrush10x10x05dDo2

And the Maps that it spit out! With a wireframe.

 

stoneBlock_dDo03_d_MAPS2

 

Published on: 26 February 2013
Posted by: Paco Casares

Web Changes

In the next week or so, some big changes are going to take place to the page, and it will have a strong under construction feel.
I want to have a shorter banner than before.
A simpler banner and a less detailed background (maybe even just a gradient or just dark grey).
An overhaul on what works to display, and how to display them.
Freshen up the works I have done. And display the works after pressing on the link in its own HTML 5 Page with full screen images.

Published on: 15 January 2013
Posted by: Paco Casares

Bubble Popper

Bubble Popper

An old project that we did first year in RMIT University 2010! Bubble Popper.
Special thanks to everyone that worked in this Exertion game in Floyd’s class.
The video should explain enough 🙂

Daniel: Flash Programming
Luke & Nicholas: Technicians and Further Programming
Luke: Video Editting
Paco: Initial design and concept
Sev: Graphic and Web design preparation

Published on: 5 September 2012
Posted by: Paco Casares

Vertex

If you have not downloaded this juicy and amazing 300 page PDF yet, you should, like now! Specially if you are into making 2d and 3d digital art 🙂
It contains amazing tutorials and how to do’s in many different department and areas, for free. Catch it before its too late!
Vertex

Published on: 5 September 2012
Posted by: Paco Casares