Monday, March 31, 2008
Wish me more luck....
Well, needing a place to post some kind of work to show for my internship application, I decided that this would suffice.
First up is my WIP for my Maya modeling class. This will eventually become the head to a much larger alien, of which I plan to post shots as soon as I can get back on my school computer(tuesday). I plan on taking this into ZBrush on tuesday to give it a nice displacement and normal map set.Here is a shot of the alien head comparing a few slight modifications in shaded(above) and wire(right) views.
This is my own interpretation of the Parthenon. More recent image soon to follow. I have yet to decide how to do the tiles on top. I don't have the desire to send the poly count up another 100k just to add tiles, but I know not of any implementation for parallax mapping in maya, which would be great. I'll probably just create a displacement for it, if I don't find anything. If anyone happens upon this humble blog and does know, please do share with a comment.
Lo and behold my second ever head model. The nose needs some more work, but his main purpose was to make some blend shapes. Though this has been put on the back-burner until my semester is over.
Here's an eyeball I made to complement the head. Once school's out I hope to give him proper skin too(SSS woot!).
Now to prove that I do at least know of the existance of color, here's the first dirty iteration of a shield, one of hopefully many props which will populate the Parthenon. I decided to mess with Maya's procedurals to try and make the leather, which I think has some potential.
Hopefully you enjoyed my stuff, more to come soon.
Saturday, March 29, 2008
If only, if only....
If only I had started working on this project sooner, like the beginning of the month, as opposed to a few days ago.... If only I had anticipated that I wouldn't end up competing in the Pan-Americans....
On the plus side, I'm definately having fun with this project. Though the deadline for the Gnomon catacombs challenge is in.....very few days.... it has gotten me to work, as opposed to just fiddling around with small experiments as I usually end up doing. The reason i'm actually posting this is so that I can ask everybody I know how bright this looks to them, because apparantly my monitor's set relatively bright. Hopefully this will allow me to better gauge what people will be seeing. I also hope the final image will be something I can be proud of....I guess we'll find out in about a day or so. Wish me luck!
Monday, March 3, 2008
More Eye-Candy
Ok, it's been a while since my little rant on graphics. Let me clarify a few things that I don't think came across quite right.
1. The main point was that having a consistent art style, and clean graphics is what's most important. For example, Prey was touted as having amazing detail....but the people's faces looked rubbery, it made them look less like humans and more like moving manakins. I feel it would have been better to sacrifice the detail provided in their normal maps in exchange for proper specularity, or some other such trade between resources.
2. Graphics should be advanced as much as possible. I merely mean to say that they should take a back seat to the game itself. As I mentioned, I kept getting lost in various areas in Halo 3; the reason being that they were adding so much detail that few things really stuck out as saying "Go Here". In the earlier games, any glowing and/or transparent box denoted a power up of some kind. In Halo 3 I witnessed various objects with these same properties....but they did nothing.
3. If physics is actually implemented in the GAME( not just in terms of what you see, but in terms of what you have to do to get through the game), then they deserve just as much attention. I recall reading an article that said that there was only one programmer who did all of the physics in Insomniac's Resistance: Fall Of Man. On the other hand, I believe I heard that there were 4 or 5 for Doom 3.
4. To elaborate on Van Gogh's Self Portrait, and to defend my slight feeling of contempt for modern/modern expressionist art and their correlaries.... it employs a vibrant use of many colors in a way that would be difficult to concieve of for anyone not well versed in using color(the eyes have around 40 colors in them, I hear), it shows proper form/proportion, and uses not only variation on light, but variation in color to give a sense of depth and life.
5. I hope to get the opportunity to do some graphics or at least be involved with art direction at some point, so I am in no way saying that art is not important.
1. The main point was that having a consistent art style, and clean graphics is what's most important. For example, Prey was touted as having amazing detail....but the people's faces looked rubbery, it made them look less like humans and more like moving manakins. I feel it would have been better to sacrifice the detail provided in their normal maps in exchange for proper specularity, or some other such trade between resources.
2. Graphics should be advanced as much as possible. I merely mean to say that they should take a back seat to the game itself. As I mentioned, I kept getting lost in various areas in Halo 3; the reason being that they were adding so much detail that few things really stuck out as saying "Go Here". In the earlier games, any glowing and/or transparent box denoted a power up of some kind. In Halo 3 I witnessed various objects with these same properties....but they did nothing.
3. If physics is actually implemented in the GAME( not just in terms of what you see, but in terms of what you have to do to get through the game), then they deserve just as much attention. I recall reading an article that said that there was only one programmer who did all of the physics in Insomniac's Resistance: Fall Of Man. On the other hand, I believe I heard that there were 4 or 5 for Doom 3.
4. To elaborate on Van Gogh's Self Portrait, and to defend my slight feeling of contempt for modern/modern expressionist art and their correlaries.... it employs a vibrant use of many colors in a way that would be difficult to concieve of for anyone not well versed in using color(the eyes have around 40 colors in them, I hear), it shows proper form/proportion, and uses not only variation on light, but variation in color to give a sense of depth and life.
5. I hope to get the opportunity to do some graphics or at least be involved with art direction at some point, so I am in no way saying that art is not important.
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