Worked on a couple of weeks for a VR project at Snobal. I Mainly did the roads, linework, Curves and Islands. Most work was done in 3ds Max and Unity. Pre-existing project with new changes to the layout.
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.
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.
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 🙂
The first Gnomon Live Outside the US! I shall use this post to edit, add details.
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.
3D Environment Artist at Tab Corp
- Creating Buildings
- Texturing Buildings
- UV Unwrapping
- Texture Baking
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.
Note: Before reading too much into this, perhaps you should play the game first? The less you know about the game, the bigger the impact will be. Do your self a favor, and play this game. You shall not be disappointed.
Last weekend I had the privilege to discover The Vanishing of Ethan Carter. I have been very busy recently, and now that I finished a couple of projects, I have some time to wind down and relax. A couple of friends have recommended me this game for some time, and I decided to get it on special on Steam.
And from minute one. I was mind blown. There are a lot of things made me think why this game is so special. It is not only on how realistic the environment is, but the gestalt, the combination of many of its elements.
Today I came across to an artist that wanted to get some feedback on what to do next in order to get a job in the industry, while I am not a Character Designer, or a concept artist, I still had some views, and I have spent a little bit of time to formulate a constructed email. Hours later, I thought that this kind of feedback could be used by other people.
- What came first, the egg or the chicken? In this case scenario how ever, its the portfolio and the website. A great portfolio might work very well as a hard copy brochure or a PDF, but nothing works better than giving a link (preferably just your name, or a incredibly short and/or easy name to remember) to show your work. So you should look for options on working on your website. But I do not think that you should necessarily work in just one, or the other. But having a basic, simple, minimalist, and straight to the point website works the best. Does not matter how ugly is your website if you have an amazing portfolio to show. You can always make your website better, but your website is simply and merely a tool to show your work and a frame of your work.
I find this a very good example. lazaruz
- Your portfolio should sell well what was the main objective/brief of the drawing. What are you trying to sell? what are you communicating? what was the purpose of your drawing? Who is the creature/character? and what the history and story behind it? But most importantly: What makes great character design great? A thoughtful process and a wow factor. When you create a character/creature. Ask your self as many questions as you can continually on what makes that character the character and its hierarchy to follow. Its easy to stop to think what or who are you drawing, and just texture, color and paint away. But sometimes you have to pause, look back, and ask your self the questions of what makes it.
I found this pinterest board, and its stuff its delicious: http://www.
pinterest.com/trabello/ character-concept-art/ Comparing the works in between can be a good example.
- Presentation is the last key point on showcasing your work, is your work good enough to show? Avoid your art to be daft and sketchy qualities. (unless you indicate well that its a WIP or sketch) try to make sure that the brush strokes are not obviously seen unless its the nature of your art piece. Be careful and be sure to deliver the last 5% of your work. Also, framing, angle and use of white space is important. If you are doing to be a character designer, you have to show graphic design qualities that are shown in your work. For the nature of design, its important that the whole body is displayed, preferably in front, back and 3/4. If you have a design that might display different color and/or variations, that differs. In other case scenarios you might show the subject in different lighting conditions. Some characters could show different stages such as damage, age, for different angles of the different parts to clearly show better its intention from the design.
- Last, some characters work really well on having a white background, but also try mid range greys. The reason behind this, its because its much easier to distinguish the different values. Also, the more research, the better. Do not be content with keep working on the first iteration, if anything, work on creating a lot of concepts, silhouettes and forms before picking one. And never be attached on anything you do, because changes are, when you are working, your boss/supervisor might think your design is amazing or great, but the design might not work for its purpose, and then it might be have to be done all over again.
- Network. Find how you can meet people that are in the same industry and have the same interests. Ask around and see who you can meet. And learn to work in production environments. Time your self how long it is taking you to do the different designs and think how long can you take to do the different areas.
To do this, make a word/google doc that explains the different qualities of the story/place in 1 to 2 pages. You can share this with a friend for feedback.
I must say that the last past months has passed very fast, and I have not updated the website with anything juicy or interesting for a while, so id like to apologize and explain why:
- I have been working super, and incredibly hard, all jobs has been intense, but with amazing perks that enhanced learning and productivity skills, all projects with great and amazing opportunities that enabled me to learn to be faster and accurate.
- Most, if not all of the work I have been doing, is all Non disclosure Agreed. So I even do I have done some exciting work, I can’t show until a later future! There is a project that I would like to show rather soon with some permission as it finalized back in the second week of September.
At my time off I have been doing my own teaching with Unreal 4 and PBR with unity and marmoset sky box. It has been all very exciting stuff, but at the same time, its nothing to really show other than simply understanding what it is all about. Perhaps I could write a tutorial about it?
Lately I have been also a bit involved with an app on my phone. Id like to share a new button on my website, a button to my Pinterest account. I shall create it, bind it and share it on my website for everyone to share and view. I must say its an amazing tool to quickly put together visual information to a tutorial, environment, research or idea, while at the same time be organized to what ever you are looking for, can be there.
Some of my boards include topology tips, anatomy references, texturing techniques and resources as ps brushes and textures.
I have been using Pinterest for a very little time, but when ever I shall find an interesting article that can be shared, I shall share it here.
I am going to have a few days off in the next 10 days or so (thank god its xmas) because I am pretty itchy to make some thoughtful art to show.
As I mentioned earlier, I am very interested in PRB, and I’d like to explore it while using Unreal 4, so in the next few days id like to show some progress shots of a personal project that I am doing of an environment. Its an illustrated piece by an Australian artist, but recreated in Unreal 4. Currently I have only done some blocking and have put some ideas together, so its too soon to show anything. But its certainly in my interest to show a demo reel about this environment with some WIP shots. I have made sure that the piece is very minimal with a low list of assets. So should be done right away.
To give away a little a little treat, id l couple of works I have done in the past weeks for a very old project that I worked back in 2007. I thought the original art was not up to my new standards. So I have re imagined them and remade them. Here I present you Orpy and Lyde. A couple of creatures for Glow.
Before I do however, id like to wish you all a lovely merry Xmas and a fantastic new year!
As I have been doing a little bit on reading on how to create better Materials, and I was looking for the Tutorial Guide on Material Setup from Marmoset I came up with a more interesting article. PBR, or in english words, Physically Based Rendering will be what seams to be the next (or current) form of preparing texturing in order to make Materials. Old games used just diffuse, then specularity, then normals. A good material is one on how well the textures lie on top of each other, but now the information seems to be adressed diferently with the use of HDR cube maps. I could be wrong hey, I am putting it here so I can have a look at it as well on my spare time.
The people that made Remember Me (a game that I have been playing recently) have put this method in practice on their game, and it looks sensational. In the page there is a video that shows the different phases on diffuse (now called albedo in PBR), specularity colour, roughness and reflection
Source: PBR in Practice
Also, while I am at it, a little update on what I have been doing recently in Zbrush.
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.
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 😉
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.
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.
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.
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.
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!
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
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.
A post to show concept of the Escape Challenge
Its a bridge to a part of the castle, its very wide however, and it has these pillars that come from the sides (and underneath the bridge)
Also, coming suspended from underneath they are these lamps.
On the sides and centre of the bridge, the posing goats all sleep until the boy passes by them with something taken away from the Towers of Kozei.
This is an exterior environment, but it features a lot of interior possibilities as it can have balcony like features. At the entrance the scale of the boy is shown in purple.
A quick concept for the thread escape contest.
Polycount has released a new challenge. We have joined up to make this environment.
Quick sketch thumbnails with more work to add later. I want to make more thumbnails.
I have been mocking around with Verold, and I am convinced to use this to upload 3d works in real time!
Also, in the time being I have been updating the site as it still has a terrible “work in contruction” feel, specially the works section.
However, I am working on it! Today I have created the page that showcases the work I did for God of Blunder.
I was not happy with how my works was being displayed, so I have changed the thumbnail sizes and the way works are displayed, instead of a small box as a big banner on top of all the other thumbnails.
Back to Verold! Its certainly worth to check out the site if you have 2 or 3 interesting assets to showcase.
Press the following numbers for the following options!
1- Lit, 2- Unlit, 3- Normals, 4- Wireframe, 5- Wireframe Mesh, 6- UV Layout
Next, what Verold needs is a move lights function, or it has already and I am not aware of it.
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:
This video, even do its very long, its worth checking out, because it explains very carefully how dDo is used:
And last, a little screenshot using Marmoset Toolbag, another delight to check out!
And the Maps that it spit out! With a wireframe.
I was testing some new brushes, learning up some techniques and tricks and bummer… I got distracted. I did a Lion Care Bear super hero of some sort.
The more you use zbrush, the more it rewards you. I checked this page. It has a great collection of brushes and mat caps, and it’s totally worth having a play with.
Certainly play with the Lucky Brush. There is another whole collection of brushes worth checking out in that ZIP file. Such a good treat.
Credits to all the respective brush and mat cap creators with this file.
I have played with Zbrush for the last couple of days. I thought that the idea of being constrained of just making things for a purpose failed at learning new possibilities with Zbrush, so I have dedicated today and yesterday in experimenting.
I watched carefully ORB’s tutorial several times to learn to produce some of his brushes, and while I was observing in his video, I have also fallen in love with his interface.
After a bit of looking around, I also found that pointpusher uses a similar interface layout.
I followed this tutorial and made my own interface by looking screenshots. Now I can spend less time looking for buttons and playing with the menus.
I am currently following the Monthly Noob Challenge on Polycount. I am learning tricks here and there and I have learned a number of things!
I am building a environment portfolio and self teaching in 3ds max, UDK, zbrush and topogun, and a better workflow.
I wanted to upload images of work that I have done so far in the last 10 days.
My aim is to at least make high poly baked assets for games, at least the walls, floor and pillars by the end of this month.
Ideally is to also have the door, statues and plants/trunks inserted as well.
Production stages would be ideal! My plan is, if I do not finish this by the end of the month, currently I am learning new zbrush tricks and shortcuts to have a faster turnaround with assets.
Things that I have learned in the past two weeks:
Orb Custom Brushes – Making interesting brushes to give details faster to objects
Vanity Tool for Photoshop – To figure out sizes of probs and objects in concept art
Carapace Epic Tool – To figure out perspective lines in drawings
Environment Sculpting – This is an amazing link to tutorials on how to sculpt environments.
Generic Wall Tutorial – I found this tutorial very helpful! and a very fast workflow to have high poly meshes done quickly.
And of course, this thread is pretty useful too as people are helping out a lot – Polycount Challenge.
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.
In the past weeks, I have been very busy from finishing the last assignments of university in the last semester of my course. Saving up to buy some new equipment and software to keep practising digital sculpting. And working with the team to make new areas and dungeons for God of Blunder.
What are my goals and my plans for the next few months? I do not know, I only know this however: I have a lot to do, and a time limit that I’d like to have it in reach and done. Currently I am working as a waiter to save money to be able to afford to go on a small trip to Spain, upgrade hardware for my PC (32 or 64 gigs of Ram, a SS hard-drive would rock) and if things work well, and last but not least buy a Cintiq, as by many I have been told it increases productivity by a bunch.
Financial Goals aside, my Portfolio aim is to produce (and with this prove) move environmental work. I would like to upload sketches, ideas and drawings for the next game environments. I may produce 1 Interior cartoony fantasy highly inspired by the game I am doing the background art for (God of Blunder) and another game environment, exterior, with realistic rocks, trees and the short, inspired by the university project assignment I was doing for Chad Chatterton. I kept the project away from the website because I wanted to give it a polish. I may however, instead of working on the project, it may end up being easier to pick a new exterior topic and smaller in scale to focus on just one image to replicate as a 3d environment.
Also, in the next months I have to work with the team Brontide to make more backgrounds for the Touch Point and Click Adventure Game for the Ipad: God of Blunder.
I am uploading this post to show that I am still around and I have great plans to upload fresh content when things start to kick! I may upload sketches and ideas for the Brontide Logo and concept art ideas from GoB.
Recently finished this background! I started a week ago with a 3d Render, and I have done the work with an outline, and then gave detail in. The original work is massive with 4096 pixels wide. This is the biggest I can post up, if you want the sharp crisp version you will have to play the game 😉
I have decided to show full screen of the kitchen as there is a lot missing from the cropped version. I also uploaded a work in progress shot of the Hallway.
My current workflow, to have an interesting and deep perspective feel. I very quickly solid object compose a room using 3d primitives, give some straight colours to some objects and then 3-4 dramatic lights to show where the main lights will show. Then after this I make an outline on top of the 3d Render, and then some detailing. This university project is due in 10 days! and the Hallway is the last background I am doing for the last presentation for university. I may upload another working version and then the finalised version of the Hallway.
Some 2D Backgrounds I am doing for a game university project: God of Blunder: Ale in Asgard.
These are not full screened, they are cropped, you will need to play the game to see the screens full screen 🙂
We are five talented learning game developers, including two programmers, Darcy Rayner and Aaron Wong.
Producer and project manager, Estelle Tigani
Character Design and Animations, Sam Baldry.
We are exited about this project and we are most likely working this project outside university to release it on the ipad!
If the game goes ahead, I will need to make many more backgrounds, 20 to 30. So this will be my full time job!
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
The Art of Journey
Hardcover Art Book Reveal! So tempted that I might buy it. This video explains why is Journey, Journey, what took to make it Journey. And it so does so well. It explains clearly what design choices they have conveyed to make the game from inception. They had a goal before they even knew what location was the game going to based on.
Chemists have the Periodic Table, Designers have Font and Color Tables.
What do CG Modelers have? The Polygon Table.
Great thanks to http://oneupontherock.webege.com/
Download the PDF
New Favourite: Feng Zhu
I have seen some videos of him before, but I wanted to share his great blog and website. This guys has really good tutorials and suggestions. I could just listen to this guy all day long, he shares great deal of good knowledge. I also added this link in the Digital Artists, few with other new favourite guys.
Feng Zhu Design Blog
Human Head Modeling
A slow step by step on how to model a head. Awesome stuff for a human model base. By Masahiro Ushiyama
I haven’t considered creating a demo reel until our teacher, Kate (Portfolio Curation) has shown some good and bad examples of what makes a great demo reel, and what makes it a bad demo reel.
Notes on making a Demo Reel
- Should be 1 to 4 minutes long. Never more than 5 minutes. Its better if the demo reel is short, but sweet and interesting, than 5 minute long reel and its long and dragging.
- Only show the strongest work. If you show anything that looks week, blunt, unbrushed, unfinished, unpolished: Its a gap of opportunity for the industry people to judge and tear your work apart. Any signs of weaknesses and people will put you down in a spotlight and rip you apart (and then laugh at you)
- Show clearly what you are doing: Animation? Modelling? Environment? Character? Show it! There is no rounders in the industry. Your demo reel should be about your specialisation, and should show clearly within the first 10 seconds of your show reel.
- Your Demo Reel should be able to stand it self with no music or sound. It should clearly show the message and be entertaining and/or interesting with out it. Must make sense without audio.
- Show Variation: Showing the same thing over and over, or things that have already been done or seen shows a lack of creativity and imagination. If you have an ogre character, what is it going to have that stands out from every other ogre? or a dragon? or a fairy? do something that is fresh and different.
- Make different Demo Show Reel’s if you have different fields you want to show. For example, if you are both good in Modeling and Animation, make two separate Reels so if employees are targeting anything in specific, they can aim your Demo Reel.
- Clicked and being Clicked. What does it take to be notice? Look at the thumbnail, how does it read? Learn from you tube links why Videos look interesting and what other videos look uninteresting. What makes you want to click their video? Design your Demo Show Reel to a thumbnail point of view.
- Wireframe and textures. You need to show your work. If you are going to have a Demo Show Reel that shows beautiful talented work, some people may want to know the grids and lines underneath of you work. How did you make it? sometimes showing how you made the work, while showing the work, gives more meaning to your future employee to hire you.
- Tittle, Proffesion and Contact Details in the beginning and end of the Reel to show who you are.
- Last, but most important: WOW Factor. It has to be so good that people just want to look at it, all the way thru it. It has to be so good that everyone wants to hire you. When someone looks at your Demo Reel and they say “wow” from both the professional and the regular casual person. You have done something right! Of course, it takes more than just making people say wow… What would it take for your work to say wow?
I am going to collect some good examples and bad examples of Video Reels (as part of my exercise) and also, to show you guys.
Demo Reel Examples
James Englehardt – 3D Environment
“How to make Dota 2 Characters” Sheet
Valve takes an extra input at coming up with this PDF on how to make characters. What surprises me more, its that they are sharing around this great resource! Did we need to know? Its a great thanks to me the detail that they have gone into, from silhouette, colour, perspective to topology formation and gradient. Great work Valve. Its stuff like this that makes work being even more appreciated.
Dota 2 Character Art Guide
Valve Making movies?
As making games was not enough, Valve seems to have a great talent for making the video Meet the Pyro But at the end of the clip, it shows a logo of something I have never unheard off!
Its time to suss it out. I want to know what the hell is this 😀 more game engines should certainly have this to take advantage of in game assets, why not?
I shall check it out once I have a moment 🙂
Prometheus was such a fresh experience, from the beautiful vistas from the very beginning, giving such a resemblance of Baraka, to a stranded and far away land, just like 2001 Space Odyssey.
I enjoyed this movie very much, and it was very calming to see such a movie that was so thoughtful in so many areas. What makes a movie like this stand out! They are a lot of things, but good storyboarding and concept art takes the cake!
If you look to the end of the Page, You shall fine a link to the download of these buggers in high def. Enjoy!
I must say, thank you very much Ridley Scott for that fantastic movie. I Seriously consider watching it again.
Also, for anyone that has seen the movie, some really good theories and thoughts from this guy!:
Months ago I tried to explain to some friends the smart use of using 2.5 Assets while using an Isometric Camera, but I failed to explain carefully how this would work.
I am glad that a friend of mine actually found this link of GCD (Game Conference Development Talk) by Christian Lichtner.
The way that this works, is by using painted textures (or already prerendered) work, place it in planes, and connect the planes to give the paralax effect.
I may create an environment tech with this in mind (with having the camera set to a dimension)
Great advantages of using this, is giving a painterly feel to the environments while costing very low polygon count.
The disadvantage is however, its only suited for a particular camera angle or for assets that are at a distance or our of reach.
Another disadvantage also, more thought and more time on texture painting. Figuring out what works as a 2.5 asset.
After clicking the link, if you want to skip, click on The Game Canvas – 2.5 Geometry Trees
I do recommend watching the entire talk however 🙂
With the coming years I have created so many bad websites. It all started with when I was a young teenager, and all I wanted to do is make a website that flashes, and makes flare effects and zooming effects just like 2advance websites do. And I did just that. Websites with no real substance and flair. It took me to a great path however. With the passing years I kept on insisting into giving flash to my works, but in order to give good light to my effort the flash lights had to stop and twinkle, it was about making stars shine with the work I do. And so far yet, to reach to the stars it takes way more than just that.
I have attempted many times in creating a portfolio website to show my works, and I kept on failing because I always forgot the most important goal, to show my works and portfolio pieces. Instead I just kept making websites that are heavy, cluttered, flashy and unimportant.
This might be website I actually need to cater, a website that is simple, easy to navigate and straight to the point. To show my thoughts in writing and my progress with steps and studies. This is my first post and my first attempt in making a website that has thought carried within. A post to kill the “Hello World!” that wordpress has when you install it. In the next few days I am going to introduce some pages like my CV and About (thanks to Kane, my friend who corrected the bad English in it)
With the time I will introduce the work I have been doing lately, mostly 2D and 3D works I have done at university and outside of uni. I want to focus on preparing good portfolio pieces and interesting works. Some will be based from university assignments, others from work I have been doing around, and lastly personal works id like to show.
My biggest goal in this semester break (last semester break from my university course) is to have a good Blog going on, and kick-start and post my work to show to everyone.
Anyway, you really dint have to read this as this is just a filler, and a way of saying that its time start to fill up my Blog with important and thoughtful material 🙂
Over and Out!
Note: I know my English is bad, but I will be sure to go over everything I write, and learn to write better English as I go along while writing my blog.