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Sunday, September 16, 2012

What I have learned about "Textures"

You never know how much you have grown as an artist until you see work you did a while ago, and realize it was terrible. I have had this realization today.

Example:


What you see on the left (2011) is what I now like to refer to as "lazy texturing". There is no life. These may be just diffuse textures, but they should look as good as they possibly can without help from a normal or spec map. In short, the left one is boring. How did I ever think I could get away with this?!?!

The right one is a quick update I have done. I used the original as a base and worked my way up from there. It still feels incomplete to me (the mortar needs a little work) but after about an hour of work (inside zbrush and photoshop) this was the result. It was so much better I knew I should share. 

Please don't get caught lazy texturing, its just not pretty...

Monday, June 18, 2012

Spare Parts: Lutin's Folly

My project for the coming year is a lot different stylisticly from last year. The feel for the game is more storybook. We want a sort of fairytale feel, but with a slight technology theme. Here is a piece of concept art I just finished as a quick look and feel for the project.


Thursday, April 26, 2012

Derelict

Below is a trailer for the game team that I worked on as Art Director. It is also my final for PRJ350. Enjoy!

Sunday, April 22, 2012

ANI350 - Final Dialogue

I have learned an amazing amount in animation this semester. Here is my final for the class. This work went so much smoother than some of my other animation projects. I like to think that is because I am getting better! Enjoy!!

Wednesday, April 4, 2012

PRJ350 - Progress

This semester has been interesting. We have gone through 4 projects teachers. I really want to believe that the extra critique we have been given will help - but somehow I think as a whole the class has really suffered from the absence of a permanent instructor. 

However, here is a progress update with the texture work I have done. 






My project is a 35 second trailer for a game team in which I am Art Director. Therefore, the story is non-linear and takes place on the human station and the alien ship. Most of both environments were unwrapped to the trim sheets you see above. Its amazing seeing how versatile this kind of texturing can be. 

The game is first person, so all of the scenes taking place on the alien ship were designed to give the same feel as the game. In the human scenes, however, you will see the face of our protagonist and hopefully connect with her.