Wednesday, December 15, 2010

what do you call a street full of women



Also bonus points to anyone who can see what it says in the windows (that was an accident). Reals.

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. 


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


Also, if you haven't seen this...


Wednesday, November 17, 2010

I'll give you some fuckin lasers man!

Building for CG315. Had to use a Raytrace material to get reflections to work...whoo!

And check out my fucking max procedural trees! LO-CO!

Saturday, November 13, 2010

Was tasked to make some platforms. And sometimes I can model without concept, but for this situation I decided I might need some.

So I made these by taking photos of streamlined cars and manipulating them. Not a bad result, now will start the modeling part.

Progress on my building tile set

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This model was originally made by the hatterific Arisa, and after I did a little puffy funktion to the model (directed to by the pufferfunkerton Suzanne), and bit of texture work, we've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? 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

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

i me mine

Started using the lasso tool to make big clean shapes. It rocks!

Monday, November 1, 2010

Friday, October 29, 2010

resume v5

I really liked this resume design intially, but I knew Monte was right when he said it was a bit busy. Tried working a bit more with negative space and trimming the text with images so hopefully this one will fly.

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

Also, a place to get some cool grunge brushes.

Tuesday, October 26, 2010

bazooka babe

Bazooka Baby
Ok, don't laugh at me yall, but I finally realized that soft brushes are as needed as hard brushes. No wonder I like dodge/burn so much.


Next up--efficient blending and better lighting!

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.

But don't tell your mom I sent you there.

Anyway, you should try it out!

Friday, October 15, 2010

postcard v1

At the very least I could become a wedding card designer for monsters
This one might be nice with a border.

Thursday, October 14, 2010

Needs more work, but more work to come.

resume v4

I know how to make a "safe" resume! Also, look at how all the mispelled words are underlined!
More resume work. Doing Monte's hw right when I wake up has been a blast. More to come (I still want my resume to be different, but this one is a nice back up). This is also just another draft. Perhaps going back to the thumbnail board will help.

My current desktop background
Best thing ever.

Tuesday, October 12, 2010

business cards, resume v3

Cool shadows warm lights muthafuckas!!!

More progress to come.

Business Cards

Business Card alternative--not iterated on yet

Ok, one iteration. Like the blue BG better.
Resume motherfuckas!
I like this, but she's a little stiff. Nipples!

Wednesday, October 6, 2010


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