Whoo!
Unfortunately it's also the project I got to spend the smallest amount of time on so far, but hey! A wins a win!
I love console games, so hopefully if I keep this up there will be more soon!
Thursday, September 8, 2011
Wednesday, September 7, 2011
I don't really believe in "heroes", but
... every time I discover JK Rowling putting a new way to describe something with a fart on her website I think I love her just a little bit more. That among other things, like her creative writing!
I recently spent some time re-reading all seven Harry Potter books, and man, it's a lot different after you've experienced the story twice. It's really nice.
I feel like when I one day have kids they'll definitely enjoy these books (unless they're assholes--I'll have to make sure they're not). Not the pansy e-books though! (Unless it still has the Mary GrandPre drawings in them. They're a real treat to look forward to every chapter in addition to everything else.)
But there's nothing like curling up to a book that's bigger than you and reading without glasses on!
I spent most of my life writing more than anything else, and now that I've spent a few years doing art, I think I realize I do miss writing quite a lot. So trying to figure out a way to combine them in a video game that I actually like would be fun.
Anyway, here's a little guy I spent a little bit of time on the other day, trying to mimic this character:
Should probably add color to the model just for practice.
Saturday, September 3, 2011
Monday, August 29, 2011
Learning awesome animation stuff...
So I always wondered why folks locked attributes for animated objects. The rule of "you don't want to fuck something up by accident" seemed justified enough, but I couldn't find a way to make it so that attributes that I did not want animated to be excluded when I set a key. When hitting set key, all attributes would get a curve and key when I did not necessarily want that.
And thus, learning to struggle through curves, super long clean up of unused curves made it all made sense. Locking and unlocking attributes on the fly prevented new curves from being created, and therefore allowed you the flexibility to change an attribute's lock state while you animated.
I like learning the practical way, but it also taught me I shouldn't be afraid to question my teachers and fellow colleagues. I learned, by making this mistake, that having too many curves also causes performance issues in game, but also clogs up your file quite a bit.
So lesson learned: Lock and unlock your attribute as needed!
And thus, learning to struggle through curves, super long clean up of unused curves made it all made sense. Locking and unlocking attributes on the fly prevented new curves from being created, and therefore allowed you the flexibility to change an attribute's lock state while you animated.
I like learning the practical way, but it also taught me I shouldn't be afraid to question my teachers and fellow colleagues. I learned, by making this mistake, that having too many curves also causes performance issues in game, but also clogs up your file quite a bit.
So lesson learned: Lock and unlock your attribute as needed!
Wednesday, August 3, 2011
fruity pooty
Learned about shadow box recently and did this unfinished 3 to 5-minute little designs on a Zbrush-created shadowbox mesh. Radial symmetry is crazy!
Monday, August 1, 2011
funkie feets
One thing I've learned about modelling (from my results and watching videos) is that its best to model from non-straight on views (like I have here). These look alright from the front (where I modeled them) but falter from the 3D view a bit from my expectation. It might work out better to draw guides from the orthographic views, but then to model from the non-orthographic.
Draw overs also seem effective, and from this view you can really see that her hands and feet are also suffering in terms of structure and size (as well as some other stuff too). I should probably do a draw over of this little lady to help guide me through the problems.
Just working on this little guy for a game I'm working on with Kirk.
Tuesday, July 19, 2011
i'm your mother!
Been trying to learn some ZedBrush lately, so here's what I'm working on!
I prolly need to check out a couple more books about sculpting techniques and stuff, but its been fun so far.
Also:
Best gum commercial ever.
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