Wednesday, December 15, 2010
what do you call a street full of women
BROAD STREET!!!
MWHAHAHAHAH!!!
Also bonus points to anyone who can see what it says in the windows (that was an accident). Reals.
Tuesday, December 7, 2010
Sunday, December 5, 2010
Thursday, December 2, 2010
add more sparkle
Figured something out recently that might helpful to know!
If you save your UV Snapshots out as a PNG, they are eligible to use Photoshop's FX features like Stroke and Gradient Overlay!
Using stroke (with it set as Center instead of the default of Outside) can allow you to control the thickness of your UV lines on the fly.
Using gradient overlay with a rainbow texture lets you easily see where on your texture things are landing (if you're unsure), like the example above. It's less intrusive than using a cube-color map, and you don't have to toggle between them to see both.
Ricockulous!
Tuesday, November 30, 2010
Friday, November 26, 2010
stroke it
Finally got some cute poses of Astronaughty but forgot to shoot them at high res/save the poses. Will fix that and do some more again.
Progress on space guy (he's not dirtied up yet) and layout for showing in ruff.
Had a lot of fun using paths and Photoshop's FX features to create procedural effects. Only thang panted on him is his face. More work to follows!
Saturday, November 20, 2010
she's so heavy
Planty Plants |
Here's a worksheet for building different plants for our game. Need to break up the bark one (and space them so they'd fit on triangles better) but learned a lot using smudge to paint first shadows, and then up to high lights. Letting a bit of a base color bleed in (on the flower leaves) also helped bring in some saturation and warmth.
3d Flora Builds |
Craziness!
Also, if you haven't seen this...
enjoy.
Also, if you haven't seen this...
enjoy.
Wednesday, November 17, 2010
Saturday, November 13, 2010
Friday, November 12, 2010
zenny poo
Worked on some texture stuff this week!
This model was originally made by the hatterific Arisa, and after I did a little puffy funktion to the model (directed to by the pufferfunkerton Suzanne), and bit of texture work, we've gotten a little further along on Zen's cuteriffic development.
One thing to note is that Photoshop's fx filters, when applied to a 3D model in Photoshop, can be a great way to preview the way you may want a character to appear shader-wise. I used stroke, outer glow, inner glow, and a gradient to achieve the effect. Also a great way to iterate. You can rotate the model and see the effect of the fx.
I found it to be a great way to visualize how I want this character to appear in game.
Now to enslave my programmers...
Tuesday, November 9, 2010
yee-huuuuuh?
Yeahhh...fun presentation. Ran outta time on this one, and still trying to figure out lighting better in Max.
Sunday, November 7, 2010
Game Boards (Scenario Boards)
So I was recently reading an Iwata Asks, which is a series of interviews performed by Nintendo's president that involves designers, artists, and devs from different companies that produce different Nintendo titles.
I came upon this particular page (they interview the two other guys involved in the Mario series from day one) and it had a lot of interesting things to say!
Iwata Asks : Adjusting the Map In A Daily Cycle
http://us.wii.com/iwata_asks/nsmb/vol2_page4.jsp
I was shocked because they brought up the three things that I had brought together in my mind this week:
1) Knowing the duration of a "level" or sequence (Miyamoto estimated a level should be about 1 minute for SMB)
2) Designing to a number of "screens", or storyboards to match that duration (drawing on graph paper and laying out these scenarios into different "screens")
3) Using these layouts to create predictable player reactions (if I put this here, the player will go here, do this, ect.)
They also talked about shuffling levels that are sophisticated and deserve to be played when a player can handle them (later in the game) and creating easier levels later on in the production to unroll features slowly.
I'm not sure why I never brought together time with my scenario board idea, but I guess film class hit me in the back of the head this week and gave me a big package of awesome poop.
Thursday, November 4, 2010
bomber mouse, bomber mouse
They say he looks like a skull, but perhaps that's appropriate?
First pass at bombermouse!
Today I met Shigeru Miyamoto. He visited Nintendo of America for the first time in 8 years to celebrate with us the 25th anniversary of Mario. The guy is freaking awesome. He's very excited, very positive, creative, and he's the type of person that literally cannot stop smiling. He was originally the person that inspired me to pursue this industry, and it was amazing to hear his ideas about what inspires him (his hamster inspired him to make Mario in Mario 64's movement). He's exactly the type of person that I'd like to work for and work like, especially the way that he carried himself in such a positive and excited manner. Also, he made Pikmin so he's got my vote for World Dominator.
Tuesday, November 2, 2010
Monday, November 1, 2010
Friday, October 29, 2010
resume v5
Thursday, October 28, 2010
Model by Mark Peasley |
Did a diffuse map for a lantern modeled by Mark Peasley, our instructor at Digipen for Textures for Games (who is awesome, and has an awesome mustache, oh, and like 20+ years in the industry)
.
Different maps and tiling to come. Also put it on a coherent page to start thinking about my presentation.
Muthafuqin lantern |
Here are some links to some great hard surface texturing tutorials that I followed to get cool results (didn't get all the way through them, but probably should!). :D
http://www.3dtotal.com/ffa/ tutorials/photoshop/worn_ metal/metal.php
http://www.game-artist.net/ forums/spotlight-articles/42- tutorial-hard-surface-texture- painting.html
http://www.game-artist.net/
Also, a place to get some cool grunge brushes.
Tuesday, October 26, 2010
bazooka babe
Tuesday, October 19, 2010
Assignment I did for our AfterEffects class. It was a lot of fun to make and time, and Pornoland's theme really hits the spot. Used PuppetPin in AE to get the vectors I created in AE to deform.
Puppet Pin was an amazing tool introduced to me by Kirk Barnett. This tool is apparently used in a lot of Tinklebell hentai.
http://www.tinklebell.jp/
But don't tell your mom I sent you there.
Anyway, you should try it out!
Friday, October 15, 2010
postcard v1
Thursday, October 14, 2010
resume v4
I know how to make a "safe" resume! Also, look at how all the mispelled words are underlined! |
My current desktop background |
Tuesday, October 12, 2010
business cards, resume v3
Wednesday, October 6, 2010
OLD BUT SCARY
Ocean Empress...urrrr not done but getting better. Holla at my girl Jennie for inspiring me with her speed painting... :D
Main character for student game "Fragment". Concepted by Amanda Lien, Modeled and Textured by Arisa Scott, textured more by Sarah "Chip" Nixon (also animated by her), and textured a little more by me. : D More progress to come.
Working on some textures for Fragment. Here is diffuse and glow, normal and spec to come.
First year animation? Had some crazy shit in the beginning, got pretty weird at the end. Found in on my Y drive...There used to be sound but its gone now. The timing is for some reason ALSO NUTS
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