Wednesday, 25 March 2015
A few weeks ago Monte Cook Games commissioned a second piece of work from me. This one described a Ruk native descending some ruins inside a floating city, looking down on a city below that one. This was honestly something I was quite worried about completing. But I'll walk you through my development towards the finished piece.
Tuesday, 17 March 2015
I've applied for an internship at Team17 (The guys who make Worms), and they invited me for an interview. Since then I've spent my time travelling up to Leeds where they're based, both visiting them and some friends nearby. I've not yet finished my course but they seemed particularly happy with the work I'm producing and said that hopefully, come graduation the position may still be open for me. Alpha has developed too. We've begun working on lighting tests created by our wonderful TD John Benson:
Tuesday, 10 March 2015
Texturing has been the main goal this week. After rooting out the problems encountered last week regarding displacement maps, we now have our 3D models working perectly within Maya. Now it's on to texturing. This was something I was looking forward to, but again, issues arose. I decided to try learning some new programs in order to try and facilitate faster production times and better results. The main program I was aiming to use was Mari, something I had hear much praise for. However, it's through using Mari I learnt that my mac has not aged well in the last two and a half years. It struggled to even turn around the high poly model. And so after a few days of trying to work out a way of making it usable, I instead opted to transfer my license over to my pc. Suddenly everything works much faster. Suffice it to say, should my mac die... I shalln't be renewing it. I digress, texturing began with the creature first:
Tuesday, 3 March 2015
Today I found out we had lost one of our environment artists. It was a sad thing to hear, especially since we were already running low on environment props and artists. But it had been something I was preparing for too. I had created a short guide (23 pages) for our entire production pipeline after experiencing the rendering issues of last week. This was my attempt to try and halt some of the issues I knew may come up if the other artists were less experienced in programs like Zbrush, and was also an attempt to try and encourage some work out of people. Just in case the idea of not knowing what steps to take seemed like a bit of a daunting task to some of the second year students. Sadly we still lost one of our two artists after this, but I also decided to try and take some time to produce some of the props we may need too. I've been far too focused on making high end characters and creatures etc, I hadn't thought about how long it might take me to actually produce a simple prop for our production. Turns out getting something from Maya, into Zbrush, and back really isn't too hard. An hour and a halfs work resulted in this:
Tuesday, 24 February 2015
Sadly, this week started off with a lot of issues. After spending much of my time sculpting the monster in Alpha I found there were several issues when rendering out this monster back into Maya. It's all well and good having a sculpted creature is Zbrush, but without a way for the animators to utilize it, it'll be essentially useless.
Tuesday, 17 February 2015
So during the last week I've made sure to keep on with my daily sketches. I won't share every one of them but here are a couple of my favourites for the week.
Wednesday, 11 February 2015
This week has moistly been taken over by sketches. After joining twitter and seeing some of the excellent work some of my favourite artists produce daily I've decided to allocate myself time ever day to produce some drawing or painting work of my own. Right now I've setting myself aside one hour very day for quick sketches. Mostly creatures but I feel the need to expand and do some mech or environmental work also. Let's hope I manage to keep this up for some time to come. Here are some of the sketches I've produced so far through this: Day #1 Sketches