Okay. First proper update. Actually starting was harder than anything else, it was mostly reading or looking things up until I decided it's better to do it badly than not at all. I've also realised that a lot of what is displayed isn't "readable" without explanation so I'll work on that in future posts. As stated in the…
So I had a chance to play around with CoreUI; and my feelings are mixed. While I like the idea of having one persitent toolbar at the top with all your commonly used tools, I couldn't (perhaps if I gave it more time) get used to using floating (pinned) pallettes for my tools. Having the tools properties in the one spot is…
Well, I am probably an exception to the rule but I'm much less likely to buy software licenses if the software doesn't run on Linux. I will occasionally make exceptions for software that's unique like Zbrush, IPackThat, Toolbag, or Substance Designer (both of which I have a license for) but otherwise I almost never buy…
Do we ever have a treat for you. Some members of the amazingly talented environment art team over at 343 Industries have put together an article on creating the environment art for one of the largest releases in video game history - Halo 4. This article was written by the artists at 343 Industries - not us - specifically…
Face-Weighted Normal Modelling Workflow for Large-Scale Environment Props Hi again. I'm going to use the jet engine that appears in my finished scene to give a run-through of the Face Weighted Normal method (FWN from here onward) used to model the large props. To see the FWN workflow in practice, check out Star…
Alright, here we go guys. Hopefully I didn't get too image happy. :) Forgive poor image compression on most the image. I opted for quicker loading over quality. Except for this first one. This particular set of props was meant to be a quick and versatile. Borderlands (and their level designers) are notorious for re…
Hey Hanpan, Here's the process I use, assuming I have my low poly mesh finalized and exactly the way I want it... Within Maya 1) Make SURE you're using ALL quads. This is important because Z subdivides every edge of your model by 2, each time you click the "divide" button. Having tris etc can produce weird results that…
Hi Guys, I know nobody has posted in this thread for a while but some people PMed me asking for a making of. Below a thorough description of the creation process on this character. Hope it is usefull to some. Overview I want to start this Making of, by giving a shout-out to Josh Herman, whose Hard Surface Character…
this was posted on Newsarama and most of it seems relevant to us too. ONE STEP: PORTFOLIO HORROR by Jim Zubkavich This bi-weekly column is meant to give advice from me and eventually other people in the industry about how to break in as an artist. This will include tricks for the formal submission routes as well as a bunch…
Development Second Piece (Speedtree) My second Project is the integration of Speedtree into my workflow. Using the software to produce the bulk of my foliage and just getting used to the industry standard Software altogether. Planning: My research regarding the scene began with getting to know the region i am designing the…