tag:blogger.com,1999:blog-81149564524271988532024-03-05T14:54:23.550-08:00Elod Horvath - University BlogDedicated to my progression at universityAnonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.comBlogger66125tag:blogger.com,1999:blog-8114956452427198853.post-33376519724865328012013-05-12T00:53:00.000-07:002013-05-20T00:14:57.873-07:00SS2 module - work compilation<b><u>Brightwall:</u></b><br />
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<b><u>The Crest of Silvermoon:</u></b><br />
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<b><u>Dishonored - Polycount Art Jam:</u></b><br />
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<b><u>World of Warcraft Axe:</u></b><br />
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<b><u>UDK test level:</u></b><br />
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<b><u>Mesh Paint:</u></b><br />
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<b><u>Blizzard Student Art Contest attempt:</u></b><br />
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<b><u>Tiled Texture:</u></b><br />
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Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-83672071505478193302013-05-07T21:58:00.000-07:002013-05-19T23:58:52.782-07:00Brightwall - AnimationsHere are the two animations I am submitting for SS2.<br />
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One serves as a teaser/presentation video for the level, the other one showcases the player moving around the village.<br />
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Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com1tag:blogger.com,1999:blog-8114956452427198853.post-49853516990154279122013-04-22T23:52:00.000-07:002013-05-19T23:54:08.026-07:00Brightwall - Final lookAfter many many weeks of trial and error, of working toward bringing this level to life, I've finally achieved an outcome that I feel happy with. When I decided on learning and creating game art in December, I knew I was facing a very steep learning curve because of the time that was available to me.<br />
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The transition from pre-rendered CGI to computer game art, if given enough time can be less of a hassle. Although, given 5 months to learn the technical elements, plus focus your art in a slightly different direction due to the limitations of games was not easy. I am still learning and will be learning for quite a while after SS2, but what I feel very confident about is the fact that I have given myself a chance to get my foot in the door.<br />
A very good way to measure my progress is to think back and look back at my work before December. I was using a completely different approach, way less efficient and more time consuming.<br />
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My SS2 final project, Brightwall pulls all of the knowledge I have gathered into one final piece of work. Even though, everything can be improved and one can work on a project for many many months, I need to sit back, look at what I was able to pull off, learn from it and move on to new projects.<br />
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That said, here are some images from the final scene. The upcoming post will feature two videos of the level.<br />
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<br />Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-86047974576046263762013-04-11T11:29:00.000-07:002013-05-19T16:30:36.199-07:00Brightwall - Some textures appliedFirst, I've began applying the textures to the big castle at the very peak of the village and the terrain. I wanted to wait with the smaller buildings as they mostly populate the entire scene. The goal was to first set down the base textures for the ground, see what works, move on to the castle and then texture the remaining buildings.<br />
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I wanted to spend a bit more time testing out what texture and color combinations work best, but I felt that if I spend even more time on this phase, I might run out of time. I'm delighted enough to move on and finish texturing the rest of the houses and animate one or two videos.<br />
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<br />Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-17828922652914419262013-04-03T18:18:00.000-07:002013-05-19T16:19:14.977-07:00Brightwall - TexturesTextures play a crucial role. They have to be dealt with precaution artistically and technically as well. I am trying to stay true to the concept to a certain degree, but the goal is to add a bit of my own taste to the final outcome.<br />
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After examining a handful of real life terrains and how grass grows on them, I've learn that a terrain is composed of different types of grasses. You have freshly grown, young grass, but in some areas you have older which is slightly darker. In some areas, where the sun shines a lot terrains tend to have dead or yellowish/burnt grass.<br />
It became obvious that I need to combine several types of textures and paint them logically over my terrain.<br />
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Same attention went to all the other textures, here are some of them:<br />
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<br />Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-34058599340295432432013-03-30T15:27:00.000-07:002013-05-19T16:08:51.972-07:00Brightwall - Architecture referenceThere was one issue with the concept I have chosen. The village buildings that can be seen on it don't really hold enough details to make them look interesting enough. They are very simple houses with just a few intriguing details, like the curved and exaggerated roofs.<br />
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Because of this, I went ahead and looked up what fantasy/medieval type of building concepts I could find that match the style I'm aiming for.<br />
Interestingly enough, what I was looking for did not come from CG concept artists, rather real life model makers.<br />
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Here are the references:<br />
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<b><u>3D blockout:</u></b><br />
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The final picture shows all of the modular elements that can be re-used to create different, unique houses.<br />
I have also added the necessary details to achieve a more "Warcraft look". The aim was to remove straight lines from wherever it was relevant. Silhouettes need to be exaggerated a bit to make the building look different, interesting.<br />
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The next step involves a lot of technical elements, like unwrapping each of the modular pieces for texturing and importing them into the UDK engine.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-65136682507204221302013-03-17T20:07:00.000-07:002013-05-19T16:07:48.954-07:00Brightwall - Importing the first assets into UDKI've set up a basic lighting environment inside UDK, so I can have a good representation on how my models and terrain feel like.<br />
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There were some issues with the Height Map, but eventually things fell into place and this is what I've ended up with:<br />
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In order for the play not to fall through the terrain model, the model has to have collision. If I would have imported the land from 3DSMax, I would have had to set up a collision mesh as well, which is extra work. The "Landscape" tool creates amazing collision when you generate a terrain through it via a HeightMap. As seen in the video, the player doesn't bump into invisible walls nor does he/she fall through the model.<br />
The only collision issues are with the placeholder houses, but that's all right for now.<br />
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Everything seems to be in order for me to move on with the modeling stage and start looking at some architectural reference.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-23536040275449749742013-03-13T21:44:00.000-07:002013-05-19T15:45:52.100-07:00Brightwall - Blocking in the terrain<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXrQ-Y7jO_45jnG4oCDzp1__CqO0BKM1nMAQz04dOzgKbajBX_aZMDjMPqEnwk_ota18znXbgIrJwvLgz-JlAs-otaNClC1N9J7zsvSER7qI0LuRVItz0xrziW-WSBjc_Q0P9RGPAnkgqM/s1600/emrah_brightwall_PS.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXrQ-Y7jO_45jnG4oCDzp1__CqO0BKM1nMAQz04dOzgKbajBX_aZMDjMPqEnwk_ota18znXbgIrJwvLgz-JlAs-otaNClC1N9J7zsvSER7qI0LuRVItz0xrziW-WSBjc_Q0P9RGPAnkgqM/s320/emrah_brightwall_PS.jpg" width="320" /></a></div>
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I've spent several days examining all the details of the terrain withing the walls of the village. As a first step, I began drawing over it, looking at how the curves behave and what direction they are going in. I've did this a couple of times, redrawing and getting familiar until I could imagine it in my head. It was important because I only had this concept image, which is quite hard to read. This is because the sizes and the ratios change as things are further from the viewer. Distortion had to be taken into consideration.<br />
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After a couple of failed attempts, I've began producing terrains that resembled the one in the concept.<br />
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Here is the final blockout, along with placeholders for the buildings:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZq-KzHUwkDB2E5Rw2-fJipbZrIlTXyZhyphenhyphenhlyyGAwPl7OAviOasUzNYwHTKzjPxDldr9A62y3yQ_GWzrd8gURvNC66yvLSIfOzvlhIZRfkwhD5JjWY9PmtHAcwVzQ3XAU6JA1ryzW_Lt9p/s1600/Land_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZq-KzHUwkDB2E5Rw2-fJipbZrIlTXyZhyphenhyphenhlyyGAwPl7OAviOasUzNYwHTKzjPxDldr9A62y3yQ_GWzrd8gURvNC66yvLSIfOzvlhIZRfkwhD5JjWY9PmtHAcwVzQ3XAU6JA1ryzW_Lt9p/s320/Land_01.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGh-_4AvUtYwuvIZykNbqVwgnHuN0Tjac7aOxr_D8eubR_4LkCP3U3nT-0B-TDbnYtm9mhSstMGVXJgfYZvHxSwDc3aHswSdQMxsHtY-mPu_kUYSSB_RDhQnNnAMa0RLkHjpvCnnchlYLO/s1600/Land_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGh-_4AvUtYwuvIZykNbqVwgnHuN0Tjac7aOxr_D8eubR_4LkCP3U3nT-0B-TDbnYtm9mhSstMGVXJgfYZvHxSwDc3aHswSdQMxsHtY-mPu_kUYSSB_RDhQnNnAMa0RLkHjpvCnnchlYLO/s320/Land_02.jpg" width="320" /></a></div>
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The terrain was taken into ZBrush to go over it by hand and adjust the details according to what felt right. After it was polished up, I had to go into a very technical phase of the work, which involved creating a HeightMap. Why is this needed and what is in the first place?<br />
The answer lies in how the UDK game engine handles terrains: UDK has an in-built "Landscape" tool, which generates landscapes. These landscapes are extremely well optimized and have a very important characteristic. As the player moves further from the terrain, the distant parts begin to use less polygons, less resource. The program takes away detail from the distant areas, but since the player is so far away, it will be completely unnoticeable. This saves a large amount of resource.<br />
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The "Landscape" tool also has sculpting features, similar to that of ZBrush, so if I place an asset on the terrain, but the ground is not flat enough to sustain it, then I just go in and sculpt away. This, again saves a huge amount of time, so I don't have to jump back to ZBrush all the time.<br />
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That said, I had to create a Height Map which is a 2D image using only grayscale values. These values contain height information. Black pixels are the lowest points of a terrain, whereas the white ones are the highest. The inbetween values generate the desired landscape.<br />
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The next step is to take all this into UDK to see whether it's going in the direction I want it to.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-13212123121818812322013-03-04T00:44:00.000-08:002013-05-19T12:45:16.745-07:00Final SS2 project - ReferencingI've come to the point where I feel that the gathered knowledge from the past few months allows me to embark on a bigger, more complex piece of work.<br />
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The aim with my final project is to learn as much as possible about what it takes to create a working environmental level within a game engine. This piece of work will serve as the leading piece of my portfolio.<br />
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As a first step, I've looked at hundreds of reference images to get a slight idea about what kind of level I want to create. I need to be very ambitious about this project as it will stretch out until the middle of May, meaning I will have to concentrate entirely on it for two and a half months. It would be a very dangerous situation if I should end up disliking or unsure about the concept I've chosen, so this is probably the most important phase: what am I making?<br />
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Here are some of the concepts that made it into the final few I need to choose from:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVn1wLKZzTPuoAlY07z7aL1k_Ncl46_1hZfSkA4_DDygOC3cIT5DiS1JqXwbYboDyRcP75n5Ol8HmRFu1voAY_IenWCg8GPksi10MbHG7T4_clJ3Loa9mtDLz76KYkwMxug36S2oBUuCDN/s1600/Concept_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVn1wLKZzTPuoAlY07z7aL1k_Ncl46_1hZfSkA4_DDygOC3cIT5DiS1JqXwbYboDyRcP75n5Ol8HmRFu1voAY_IenWCg8GPksi10MbHG7T4_clJ3Loa9mtDLz76KYkwMxug36S2oBUuCDN/s320/Concept_01.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjan7qB7_Bpl99lPrHUd9r6nwUeMAm2Y585HjpyMfBmie0yjdgUoIUs847QbNeL5qzFp3P2MkKD0Q_x9aflwK8i6LN5yqlBGxQ9NA5KOT7NRsbgK-9qxXju2IszLIFYoTc2f0gSiAfH0Tre/s1600/Concept_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjan7qB7_Bpl99lPrHUd9r6nwUeMAm2Y585HjpyMfBmie0yjdgUoIUs847QbNeL5qzFp3P2MkKD0Q_x9aflwK8i6LN5yqlBGxQ9NA5KOT7NRsbgK-9qxXju2IszLIFYoTc2f0gSiAfH0Tre/s320/Concept_02.jpg" width="320" /></a></div>
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What I like about most of these is the unique feel of the environments they portray. I look at them and instantly wish I could walk around that place for a bit, feel its atmosphere first hand.. or at least in a game.<br />
Also, technically they are acceptable to create, even though some of them are bigger than the others.<br />
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After days of staring at all of them and examining what each would require artistically and technically as well, I've decided to go ahead and attempt a concept which was originally created for the game Fable 2.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglj-8bzYUAfMCgihi4lFHBJafV6tNIkmVP75QtttcO3hp17OlVOXXW1dWAda7HK6PcBI1DcaYJT-sc22L8HamB0609Qkib5pLWEUZMP1wCKP6_SmSVITr-0xNtWOh4Xac3uPQ3_3ahgDJ8/s1600/FINAL.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglj-8bzYUAfMCgihi4lFHBJafV6tNIkmVP75QtttcO3hp17OlVOXXW1dWAda7HK6PcBI1DcaYJT-sc22L8HamB0609Qkib5pLWEUZMP1wCKP6_SmSVITr-0xNtWOh4Xac3uPQ3_3ahgDJ8/s320/FINAL.jpg" width="320" /></a></div>
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What is especially good about this one is the fact that it definitely needs to be created in a modular way. This method is crucial to be mastered today. The level and its assets (especially the architecture) have to be created in a "re-usable" way. For instance: I need to examine all the buildings and decide what fundamental elements, what pieces they are all composed of. After this is done, I need to create a library of walls, support wood, roofs, stairs etc. and then re-use them all over the place. I don't have to create each building separately and uniquely, I need to create the lego pieces that put all of them together.<br />
To eliminate the obvious repetition, I have to apply different textures and the job is done. This is going to be a modular level.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-58851715901691359922013-03-01T09:03:00.000-08:002013-05-19T09:05:21.786-07:00Tileable textureAnother very important matter I need to address is creating tileable textures. They are absolutely basic when creating game art... or any 3D art for that matter. <div>
When put next to each other horizontally or vertically, these textures provide the illusion of one continuous pattern. Very good tiling textures are those that do not appear to be multiplied over a surface. One texture by itself provides so much randomness that even when tiled multiple times, it still looks as if it one, big, unique texture pattern.</div>
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I will be attempting to learn how to create these properly and make them look very appealing at the same time.</div>
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I've chosen <a href="https://www.3dmotive.com/" target="_blank">3DMotive</a>'s <a href="https://www.3dmotive.com/f101301" target="_blank">Tileable Textures with ZBrush</a> tutorial package to help me understand the very basics. The good thing about these tutorials is that they not only touch the 3DSMax side of the work, but the very artistic, ZBrush/scultping phase as well.</div>
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My goal was to create a tileable brick pattern. This is the blockout I have created + showing it tiled:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ-Zlj4L3uV9mUrAePTUm1jvO4uZ7S9nd4xZJQykJrPQBj-ui8_6pDaaCjoVjxUp_3FG_xzw941RXFyspolEDE9QDqVbO-KUsGaf8hQLbnAfixpfG_sRR9Wv1Fd15yQoLplJDxVBGid7EO/s1600/Brick_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ-Zlj4L3uV9mUrAePTUm1jvO4uZ7S9nd4xZJQykJrPQBj-ui8_6pDaaCjoVjxUp_3FG_xzw941RXFyspolEDE9QDqVbO-KUsGaf8hQLbnAfixpfG_sRR9Wv1Fd15yQoLplJDxVBGid7EO/s320/Brick_01.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjORJH3wszkvdnJUeQCizysroQbRAyHRcp0m2os8wveUmQzdEFE3QwuccEJuaGELTOZOXE9kauzDtln3838n4qBmGnmEXsh2MG2qrqoK2yLpj6pHICD0jQHFBqou4oixL5wPDkJMWqCp2h7/s1600/Brick_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="259" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjORJH3wszkvdnJUeQCizysroQbRAyHRcp0m2os8wveUmQzdEFE3QwuccEJuaGELTOZOXE9kauzDtln3838n4qBmGnmEXsh2MG2qrqoK2yLpj6pHICD0jQHFBqou4oixL5wPDkJMWqCp2h7/s320/Brick_02.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvL9qKpr69hjwCCOCZeZNgYXqbs6IaxVLaWTDgH5Rn3sEPAezYpsp-o8_x64JXD4FuPmyJtR0epmh8d9u3T6thwXYZIYjid9VDAGdEOcT8nZpVK_p1EjE7idfDqyiahcnu9_YtnERc1o1D/s1600/Brick_03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvL9qKpr69hjwCCOCZeZNgYXqbs6IaxVLaWTDgH5Rn3sEPAezYpsp-o8_x64JXD4FuPmyJtR0epmh8d9u3T6thwXYZIYjid9VDAGdEOcT8nZpVK_p1EjE7idfDqyiahcnu9_YtnERc1o1D/s320/Brick_03.jpg" width="320" /></a></div>
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Some people would say that this is far too much attention being invested into a task that can be achieved much much faster through Photoshop and some various other tools... and they would be right. Creating tiling textures can be done from pure real life photos in a matter of minutes, but I have a different goal.</div>
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What I have noticed is that there is only a handful of artists whose work really stand out. There is an "elite" group of people who make their art look a bit more than what is expected. They are regarded as very talented people and this can be true to a certain degree, but I believe their is more to it. I see these artists invest crazy amount of time in tasks that other resolve through "shortcuts". </div>
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This extra attention and detail you add to the very building blocks of your scenes in the end makes your work stand out from the rest, plus it might even make you finish faster, because you won't have to be doing a lot of polishing and clean up work, because you've built everything perfectly from the get go.</div>
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This is the mentality I've chosen to follow and believe in, hence I do not regret spending 1-2 days on a tiling texture as in the end, I might be saving up headaches and time.. plus.. its fun!</div>
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When the bricks were set up in a random manner and also to tile, I've imported them into ZBrush for sculpting + basic paint.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiH-gtrWtclWbaIyJAcO7Lc48KhxYIvjWfaJ_QaZNg9j-VI6_DpeuBmfGwzOYmZ8UGSnnDPeNEYpBYqs97Vi1yeNNHTOKcdcMflty5IcI2FqRSIUi_4fCgKqkcQ3hyKG5qn4LVDzz1g1QCy/s1600/Brick_04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiH-gtrWtclWbaIyJAcO7Lc48KhxYIvjWfaJ_QaZNg9j-VI6_DpeuBmfGwzOYmZ8UGSnnDPeNEYpBYqs97Vi1yeNNHTOKcdcMflty5IcI2FqRSIUi_4fCgKqkcQ3hyKG5qn4LVDzz1g1QCy/s320/Brick_04.jpg" width="320" /></a></div>
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The goal here was not to spend days on perfecting colors and other significant details to texturing, but to understand the workflow and the important aspects of tileable texture creation.</div>
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All this detail eventually ends up as a 2D texture, which will be applied to a simple plane. Once the color and the normal map is applied as well, the plane will look like a bunch of bricks that actually take up 3D space.</div>
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Here is the texture tiled, the normal map:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzRvmKCPvK-2tUBGaVqz9EPh65m53EPSv9MXv6rCnip19PIINtxTiDMDfcQFbR-ytANqx_MiVr-CAnh1VVV0hlgKUeiJciEDaWHy9Wld0nWSzDRp8hN25EwGvZWhgR8oef77qi9niae8_Q/s1600/Brick_05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzRvmKCPvK-2tUBGaVqz9EPh65m53EPSv9MXv6rCnip19PIINtxTiDMDfcQFbR-ytANqx_MiVr-CAnh1VVV0hlgKUeiJciEDaWHy9Wld0nWSzDRp8hN25EwGvZWhgR8oef77qi9niae8_Q/s320/Brick_05.jpg" width="320" /></a></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXkFa_x1hSuNC9iwpvi0qVIIB265ZRPpkm9MTQ1kFloe5ujdAp6XseZJTA10miMngqmMeGEWObWoRvwUlM1KUDVkFsC3x9W0B78zj_zxDStlAGrIhUNEGch_6ERv17zhGtmz76tlMi3a4Q/s1600/Brick_06.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXkFa_x1hSuNC9iwpvi0qVIIB265ZRPpkm9MTQ1kFloe5ujdAp6XseZJTA10miMngqmMeGEWObWoRvwUlM1KUDVkFsC3x9W0B78zj_zxDStlAGrIhUNEGch_6ERv17zhGtmz76tlMi3a4Q/s320/Brick_06.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Color Map</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2EYm4HKkXPr_rCRQYpSTL7I6QbaMi6HJrVPEalCYMa9CWzR3YNhvXprcpwa1hjI05cn-SNoRQ6XnMQoL5qxX6P56h8Fe2uvyLO6AhvgV1x1CzpMfJlaj2o6o45gaukha1HwybNmFsADim/s1600/Brick_07.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2EYm4HKkXPr_rCRQYpSTL7I6QbaMi6HJrVPEalCYMa9CWzR3YNhvXprcpwa1hjI05cn-SNoRQ6XnMQoL5qxX6P56h8Fe2uvyLO6AhvgV1x1CzpMfJlaj2o6o45gaukha1HwybNmFsADim/s320/Brick_07.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Normal Map</td></tr>
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The texture applied to a plane in Marmoset game engine:</div>
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Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-50727471928105818232013-02-25T22:08:00.000-08:002013-05-19T08:10:26.981-07:00The Crest of Silvermoon - Part 2The next step in the creation process was to model the Low Poly version of the shield. This model is absolutely crucial and requires maximum care as this is the model that will go into the game. It IS the game asset. It should be very resource friendly and not contain more details than it needs.<br />
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The focus with Low Poly models is to capture the silhouette of the High Poly as much as possible and then leave the rest of the details (surface details mostly) to the Normal Map, Color Map etc.</div>
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Here is my final LP:</div>
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Also, this mesh needs to be composed of triangles only as the game engine always triangulates the imported models. An artist should never leave the triangulation process to a program as undesired errors might occur. You model the LP in the typical quad-polygonal (four sided polygons) fashion and then just add more edges to achieve the triangles.</div>
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Here are the textures I have ended up with. I've used Photoshop to heavily paint over the color map I've created in ZBrush. I've added more depth and color change to the various surfaces to really sell the look of something rich and believable.</div>
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I've added various gradients here and there to keep the viewer's eye interested in looking at the entire asset. A successful model is not just about its shape, but the surface colors as well. Hand painting is everything here.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZQ0BI2-E0itdXDQ4iYAqlvcEX_dQ5jzGzuv9SULc5N2B_5LduAB8w8MVieYrYAf-XZyVlLyFo8bg2c6SegfF9_vtnRygyg9NGcji1_2OZ_zzB0fykjtxdOKW0PRoTO18iO-f0dZIlexe7/s1600/Silvermoon_10.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZQ0BI2-E0itdXDQ4iYAqlvcEX_dQ5jzGzuv9SULc5N2B_5LduAB8w8MVieYrYAf-XZyVlLyFo8bg2c6SegfF9_vtnRygyg9NGcji1_2OZ_zzB0fykjtxdOKW0PRoTO18iO-f0dZIlexe7/s320/Silvermoon_10.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Color Map</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgm3qgdEjhG8PhDtxbPxjPhXa0z9kS9ZYrcgi4w7tPyDUlf2cYdk9dRu2mG5G2tbmQqbSOh61QShfbprQ_cvEcLNxRZ5vWEg2I3fh2w7DDihwodyzdjXu_itDuh4Fi3vjJODAL4lh_6zMIu/s1600/Silvermoon_11.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgm3qgdEjhG8PhDtxbPxjPhXa0z9kS9ZYrcgi4w7tPyDUlf2cYdk9dRu2mG5G2tbmQqbSOh61QShfbprQ_cvEcLNxRZ5vWEg2I3fh2w7DDihwodyzdjXu_itDuh4Fi3vjJODAL4lh_6zMIu/s320/Silvermoon_11.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Normal Map</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtlnE_g9tHHixw8zfR59EZHj2Uy_TcuD6BWrLZW_mgJRkyMALOrEbNCUex_pPnYbBiJiNOfZXV9AVAnFihCcysFax4wsEangk2gvNlYuorKe_BWMbLQyMxgHHwF3GTg2Bj3rLWabjOetao/s1600/Silvermoon_12.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtlnE_g9tHHixw8zfR59EZHj2Uy_TcuD6BWrLZW_mgJRkyMALOrEbNCUex_pPnYbBiJiNOfZXV9AVAnFihCcysFax4wsEangk2gvNlYuorKe_BWMbLQyMxgHHwF3GTg2Bj3rLWabjOetao/s320/Silvermoon_12.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Specular Map</td></tr>
</tbody></table>
<div>
I desperately needed some professional feedback, so I posted my work to Polycount.</div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxPHs2Q9Ppd3md1FCZtQiKai-PpuY0ArmcYz_LYeOgkhcf2X_0jbrhZ91HyBVvnaRJ3oYTa_ZiVrMrewxRvET83_AprykQT0Os_lRceFdxjUjD26nua8-aF7L3sg-rXezMqmPHfWmO7LmK/s1600/Silvermoon_13.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxPHs2Q9Ppd3md1FCZtQiKai-PpuY0ArmcYz_LYeOgkhcf2X_0jbrhZ91HyBVvnaRJ3oYTa_ZiVrMrewxRvET83_AprykQT0Os_lRceFdxjUjD26nua8-aF7L3sg-rXezMqmPHfWmO7LmK/s400/Silvermoon_13.jpg" width="400" /></a></div>
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I've learn that I had a big technical issue regarding the texturing phase. In order to paint over a model, I have to unwrap it onto a flat surface. The unwrapping phase is important, because if you do not do it efficiently, you will loose pixel space, hence decreasing quality of the texture itself. It is a very technical matter, but has massive influence on how the art itself is shown at the end.</div>
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The feedback also reflected on how the asset looks. I've gotten positive remarks from people who have been in the industry for years. People thought it looked accurate to the concept, which is a huge thing for me, as the number one challenge when creating 3D assets from reference images is to make it match as close as possible. It is so easy to get off track and create something that is just "similar" , instead of something that is just like it. </div>
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I've learn a great deal from this project and even though it's one small asset it provides me with a better insight on what is required to create an entire environmental scene. Going from small to big is always a good approach.</div>
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Here is the final outcome, which I will be adding to my portfolio:</div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNduMpyT-LRxvysgp8kVuAukAU0JpEgrzYmC0i9vKuQrKhOlZvrUMCfyA7qRe0fgcpALJf9gUpXPxWs3138nQWDX8xZXcOok42qiybn-syQ-UPc7yeTws4hzEGoYpSRTr_Qy5e_zWVo-Wo/s1600/Silvermoon_Shield_Marmoset.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="263" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNduMpyT-LRxvysgp8kVuAukAU0JpEgrzYmC0i9vKuQrKhOlZvrUMCfyA7qRe0fgcpALJf9gUpXPxWs3138nQWDX8xZXcOok42qiybn-syQ-UPc7yeTws4hzEGoYpSRTr_Qy5e_zWVo-Wo/s320/Silvermoon_Shield_Marmoset.jpg" width="320" /></a></div>
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As a bonus, I've found out that the look of one's work HEAVILY depends on what monitor it is shown on. Older, less performant models can completely kill off all the small details you have added to the image. Not only that, but the lighting values and the contrast changes drastically as well. I am working on a IPS panel monitor, which is all about very high color accuracy. If I will be presenting my work somewhere I need to make sure that the screens are up to par in quality or it might have a negative effect on my art.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBf10I_U9Um7PJS_GPuXPl0gdLjoZ3oT90amXA78dQEm5A7OfsSeMoQP8dsIz6Vh9DaLVa3Kdlu4bX4yFjmi2ysHDzTsInpZqZbTNMRKHHCG86bVqkM-5l4VaZBdF6xxdj-CgB-1E9mkNc/s1600/Silvermoon_15.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBf10I_U9Um7PJS_GPuXPl0gdLjoZ3oT90amXA78dQEm5A7OfsSeMoQP8dsIz6Vh9DaLVa3Kdlu4bX4yFjmi2ysHDzTsInpZqZbTNMRKHHCG86bVqkM-5l4VaZBdF6xxdj-CgB-1E9mkNc/s320/Silvermoon_15.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Lesser quality monitor on the right.</td></tr>
</tbody></table>
Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-33527149511496665982013-02-22T14:49:00.000-08:002013-05-19T08:09:58.727-07:00The Crest of Silvermoon - Part 1My aim is to practice the "World of Warcraft style" as much as possible. My aim is to get into that kind of sector once I graduate. It is quite a distinct, unique way of producing art. Almost every form, asset, building and detail is an irony of its original self. Details are very chunky and elements like roof tops or foundation blocks are much bigger and curvy than in real life.<br />
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Colors and textures are of a cartoony nature, but not too much. The game does not look like a proper cartoon, but it incorporates several details from that style/genre.<br />
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Here are some of the WoW artwork I've looked at. I did not want to create a scene as that would have required my concentration to spread out on several elements. Instead, a single asset seemed like a good choice, as I can focus only on it and not be distracted. <br />
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Concept art:<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhC-233ps7KYY0bPHBz86YTCusaSHPZLJ_BsOzgH6BPSsllUijQPIsvq78ca07WHikvs2jttF9ngb1eV9kGII1PRwGapR-iX0_e3RBwk5FuTNROcYQuXbumWAi-O-8wq2a1wL51wl8r8Lsi/s1600/Silvermoon_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="246" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhC-233ps7KYY0bPHBz86YTCusaSHPZLJ_BsOzgH6BPSsllUijQPIsvq78ca07WHikvs2jttF9ngb1eV9kGII1PRwGapR-iX0_e3RBwk5FuTNROcYQuXbumWAi-O-8wq2a1wL51wl8r8Lsi/s400/Silvermoon_01.jpg" width="400" /></a></div>
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I've decided to choose an artwork that requires me to touch as many aspects of 3D as possible and at the same time look really really good :) .<br />
The Crest of Silvermoon was the chosen asset:<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioXd0Jx1R8vPoM1MIdcFEQZe3S0u6hk2pPlUiHIPm33FZFKLF5ra-aMLEWmaGvMdi0UH_LmE72ag0sQqglHu1afvwh_Z0Hq7Bt8vDhahWfnyDFB6MI1fswf86jy3wBpuw0-L-A_xNsMB0u/s1600/Silvermoon_02.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioXd0Jx1R8vPoM1MIdcFEQZe3S0u6hk2pPlUiHIPm33FZFKLF5ra-aMLEWmaGvMdi0UH_LmE72ag0sQqglHu1afvwh_Z0Hq7Bt8vDhahWfnyDFB6MI1fswf86jy3wBpuw0-L-A_xNsMB0u/s320/Silvermoon_02.jpg" width="251" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Crest of Silvermoon</td></tr>
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I've decided not to use any photo source for texturing, rather hand paint everything. The style is all about hand painting and I really need to practice it.<br />
Hand painted textures mean that you build up every detail, colour and shading information through sheer colour painting. In CG, you have the opportunity to take real life photos and overlay them on your models. That suits different styles than the one I am aiming for here. With hand painted textures, you have full control over the color values, the shading information and all the small details.<br />
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After I've decided on the technical roadmap, I've started blocking out the main form:<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKXbtkNoTZtbzgna1sgDUErFrfR4bb4vBeJNDkHvqDwQMTbmE_kuWU7Z5Im8iGzyEvidwikHdQBD4SWQcY6XeHCGkg8EnWSoWVDj1PeJOVnLQksnEL4_yz-qOk6FuIpL-aM1bXKlSYDFp7/s1600/Silvermoon_03.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKXbtkNoTZtbzgna1sgDUErFrfR4bb4vBeJNDkHvqDwQMTbmE_kuWU7Z5Im8iGzyEvidwikHdQBD4SWQcY6XeHCGkg8EnWSoWVDj1PeJOVnLQksnEL4_yz-qOk6FuIpL-aM1bXKlSYDFp7/s320/Silvermoon_03.jpg" width="194" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Main blockout</td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFKoaRLSwUEMFqiIKnnSkSKe0pcTOPiLC_j_yj29xm_Vsm-V6t_Wi_LueNJETwR_UXTjzn8UxSz-sTa0Y6qaTdB2jmecEdDBdTASHXWxhBFq5XUNc8FWkhEGojRCULZjfhFR8WMTceO1Yn/s1600/Silvermoon_04.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFKoaRLSwUEMFqiIKnnSkSKe0pcTOPiLC_j_yj29xm_Vsm-V6t_Wi_LueNJETwR_UXTjzn8UxSz-sTa0Y6qaTdB2jmecEdDBdTASHXWxhBFq5XUNc8FWkhEGojRCULZjfhFR8WMTceO1Yn/s320/Silvermoon_04.jpg" width="193" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sculpted + base colors</td></tr>
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After the main blockout was finished, I've went ahead and imported the asset into the sculpting program called ZBrush. ZBrush is an essential tool as it takes the modeling from a very accurate and technical stage to one that is way more artistic and loose. When I am blocking out the main form, I'm using my mouse to match the concept as close as possible. Accuracy and layout is key here, but you need to add that unique, self touch to the asset that can separate it from the rest.<br />
In ZBrush I use my Wacom tablet and it feels like I'm drawing. It follows the movement of my arm and it feels as if I`m cutting into the surface myself. Makes modeling more fun, which it should be.<br />
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After I've added some scratches, bevels, tear and wear etc. through the sculpting phase, I've went ahead and applied some base colors as well. ZBrush provides painting features as well, so before I go ahead and start painting the final texture in Photoshop, it's good to have an already present guide on how you asset should look.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOhut0OG_d1tvgt7IPXMjwPHUXWOwKVyI3uNXCwBzgwadyRLp9mQ1djofBY4EAue87H6fyFWoyb5Bwaf13QcgYF6UQI32cUjG1O2WHa5qu-RTXXpAJq0Il0lZCIOXNjzzqW5KZ3uPVVDKU/s1600/Silvermoon_05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOhut0OG_d1tvgt7IPXMjwPHUXWOwKVyI3uNXCwBzgwadyRLp9mQ1djofBY4EAue87H6fyFWoyb5Bwaf13QcgYF6UQI32cUjG1O2WHa5qu-RTXXpAJq0Il0lZCIOXNjzzqW5KZ3uPVVDKU/s320/Silvermoon_05.jpg" width="320" /></a></div>
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The model I have created so far is the "High Polygon" version, which is NOT suitable for gameplay. It has way too many polygons and would consume too much computer resource for a game to run at an acceptable frame-rate.<br />
I need to create the, so called, "Low Polygon" version and then bake the details onto that from the High Poly. The details will come from the Normal Map, the Color Map and the Specular Map. Specular Map controls where and how the surfaces reflect light. It's crucial, because there are several types of materials on this model that have different characteristics on how they behave in real life.<br />
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To be continued in the <a href="http://helod-uni.blogspot.co.uk/2013/02/the-crest-of-silvermoon-part-2.html" target="_blank"><b>NEXT</b></a> post.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-39410180390424442612013-02-16T17:26:00.000-08:002013-05-19T05:27:19.623-07:00Normal map test and research<a href="http://www.polycount.com/" target="_blank">Polycount</a> has an amazing collection of tutorials and descriptions in regards to Normal Maps. Their <a href="http://wiki.polycount.com/Polycount" target="_blank">Wiki </a>section helped me understand the very basics, so I have full control over what I do. It takes a lot of practice and I will need to keep producing assets and bump into issues to eventually learn what works for me and what I need to do to achieve specific requirements.<br />
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One of the very first tests involved creating a basic, scope-like 3D model. I wanted to achieve the small details through Normal Maps. Areas which are completely flat physically will look like they have small extrusions and details. In these details, you can see light shining in and interacting as you rotate the camera. The surface is flat physically, but the Normal Map tells those surfaces how to look and how to react to light. This saves on resources as you do not need to use high polygon counts. That is why computer games can have models in them which look super-detailed.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqpKbLnF3FZFDHMZqthXGR6X1ogHIgmMnNEk9zZH4ZsuemdSGQnz9mrSP06kAvi8MA-TFkKBdfoe9o8h6s1y7sUzR6i4Nufic2Kr2yH8wmP9CXrWcVAWgK91DZU3X2JF2KlNNBwmVPxmBv/s1600/Scope.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="170" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqpKbLnF3FZFDHMZqthXGR6X1ogHIgmMnNEk9zZH4ZsuemdSGQnz9mrSP06kAvi8MA-TFkKBdfoe9o8h6s1y7sUzR6i4Nufic2Kr2yH8wmP9CXrWcVAWgK91DZU3X2JF2KlNNBwmVPxmBv/s320/Scope.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">WITH NORMAL MAP</td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKvXfbBgZWXzkJbjHPIRqP5kjGesxukdYdsocWts1iKkE1E3Knasx0jUdkKZCseannRC4cRYLvtskQAbgzo8VNpDeeqiuCWtqARpSHidtRg6Ax8gQBgVVwIbgH5xZmYqNSvfr4yNExv9fM/s1600/Scope_noNormal.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKvXfbBgZWXzkJbjHPIRqP5kjGesxukdYdsocWts1iKkE1E3Knasx0jUdkKZCseannRC4cRYLvtskQAbgzo8VNpDeeqiuCWtqARpSHidtRg6Ax8gQBgVVwIbgH5xZmYqNSvfr4yNExv9fM/s320/Scope_noNormal.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">WITHOUT NORMAL MAP</td></tr>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi03INVi-BHRvONlRR8HaSF_7LgOZGElLr8jb7zouqKIgcIYwtaJHWh9QjQue6s0jOLtznuuI9se3BbCGqkGTLMPx8QpS6daIpGsDloSaTK40dXB4u4SbcJ6Y1x65UinBEfw4T80xY2MG7/s1600/Normal_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi03INVi-BHRvONlRR8HaSF_7LgOZGElLr8jb7zouqKIgcIYwtaJHWh9QjQue6s0jOLtznuuI9se3BbCGqkGTLMPx8QpS6daIpGsDloSaTK40dXB4u4SbcJ6Y1x65UinBEfw4T80xY2MG7/s320/Normal_02.jpg" width="174" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgagPxuRA3meh0H2Ge4X97-2mSE_9dgXXrhD0cR1GtwIjDHYxnp9grKRIu175PIYN3KoTe1BBupA-tQudLBe2g36GTTc4V6VGwy1gvAgclcc8BTmSKWWzspjYZdCoNut7T2FfihH59WoRTw/s1600/Normal_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgagPxuRA3meh0H2Ge4X97-2mSE_9dgXXrhD0cR1GtwIjDHYxnp9grKRIu175PIYN3KoTe1BBupA-tQudLBe2g36GTTc4V6VGwy1gvAgclcc8BTmSKWWzspjYZdCoNut7T2FfihH59WoRTw/s320/Normal_01.jpg" width="208" /></a></div>
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The upcomming posts will showcase work that puts me in a "real-life" position to test these theories out. I will look for reference images to create assets to see what issues I bump into and how I can resolve them.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-9301103770271856632013-02-11T12:53:00.000-08:002013-05-19T04:19:09.993-07:00Improving texturing skills in UDKAlbeit, it is a very technical process to learn "Mesh Paint" in UDK, the purpose of it is to provide myself with the possibility to express my artistic imagination even more on the work I create.<br />
Mesh Paint allows one to paint multiple textures over a surface in very distinct and unique manners. For instance, my goal was to be able to paint dust in cracked areas of a wall. That will provide a more believable look and you can stylize anyway you want.<br />
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<a href="https://www.3dmotive.com/f100601" target="_blank">Advanced Mesh Painting in UDK</a> from <a href="http://www.3dmotive.com/" target="_blank">3DMotive</a> sets quite an intensive learning curve as there is MUCH to understand about the process. It involves setting up your materials in quite a unique way.<br />
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Here are some pictures showing the logical, but craazy node system I've ended up creating and re-creating several times:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgg3azJpAsccQMi0BX8cW33we_DlUYHP6U3i2KpsAyHArrCVYGjK44yh7REbbxj90oSGgGi_8d1waKr72xwZ2EVpzUD6J8fTYhxvpdaCc_m54Wz-_9NUOzXTThzRwTPmiy3Ygis_QuqcQfT/s1600/MeshPaint_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgg3azJpAsccQMi0BX8cW33we_DlUYHP6U3i2KpsAyHArrCVYGjK44yh7REbbxj90oSGgGi_8d1waKr72xwZ2EVpzUD6J8fTYhxvpdaCc_m54Wz-_9NUOzXTThzRwTPmiy3Ygis_QuqcQfT/s320/MeshPaint_01.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4pAwoFPtpjUpwNI11MDEt8nULnSM7UAlQ8xJesk4D259thb8Q8AAFpw8MQnnZFNIfx-_3BoTSLJjz3vnsMCHA9Bwb-2z2K8U8dMv6R0HfhCylAQ5aePsk6mGqmmkMlPcor8EecvSwfzVD/s1600/MeshPaint_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4pAwoFPtpjUpwNI11MDEt8nULnSM7UAlQ8xJesk4D259thb8Q8AAFpw8MQnnZFNIfx-_3BoTSLJjz3vnsMCHA9Bwb-2z2K8U8dMv6R0HfhCylAQ5aePsk6mGqmmkMlPcor8EecvSwfzVD/s320/MeshPaint_02.jpg" width="320" /></a></div>
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With the help of this new tools at my disposal, I have more control over how colors and texture patterns behave/appear on my game levels. Once you practice and research the technical elements enough, it all becomes art again and the tool is just second nature.<br />
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Here is a test scene, showing exactly what I am able to achieve with Mesh Paint:<br />
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<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/FbIL1D59MpM" width="560"></iframe></div>
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UDK is starting to make more sense now, becoming more familiar and understandable as I peek into the inner workings of various tools. There is still and always be a lot more to learn, but as your capabilities grow, you feel more confident.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-87379887559191093392013-01-30T19:03:00.000-08:002013-02-06T05:45:58.259-08:00On schedule!I have successfully met the requirements imposed in my business plan. I am happy to be on track and have learnt quite a bit throughout these last two months.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8ankVRBfYSGebPTV81Bd-5vgZoYFH_ymZqQFeud_ByLjeMvMQFJFrdIaqkaDKP0dFeiq98yqtT7ME5kMViUgDhVMMgqtMU2GzA5BuCR7UAoMI6CHNZvss65qV2_yY7mNE7cPZQ2lSe8jV/s1600/business+plan_check.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="153" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8ankVRBfYSGebPTV81Bd-5vgZoYFH_ymZqQFeud_ByLjeMvMQFJFrdIaqkaDKP0dFeiq98yqtT7ME5kMViUgDhVMMgqtMU2GzA5BuCR7UAoMI6CHNZvss65qV2_yY7mNE7cPZQ2lSe8jV/s400/business+plan_check.jpg" width="400" /></a></div>
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I've found that creating a schedule and adhering to it is beneficial is several ways:<br />
<ol>
<li>You become organized and know exactly which direction you are heading in. I've found myself often times that, even though I was working quite a lot and have been watching tutorials, that I was a bit lost as I wasn't sure what my final goal was. This feeling of stray unbalances your focus and has a negative impact on your progress. </li>
<li>It's all about schedules and deadlines in a professional environment. By organizing myself via a schedule I am, in a way, mimicking an environment which I am going to be faced with at a proper workplace.</li>
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I have learned a great deal about different workflows and now understand much better how I need to plan my workflow for specific assets.</div>
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The upcoming month will see me continue down this path. Also, there are some good networking possibilities, which I will surely attend:</div>
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<ul>
<li>Creative England Night (Feb. 13th, Birmingham)</li>
<li><a href="http://launchpresentsmicrosoft-es2003.eventbrite.co.uk/?rank=1" target="_blank">LAUNCH Presents: Microsoft, The Cloud + Apps Gaming (Feb. 28th, Birmingham)</a></li>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigqcvq4PA6lbmvn11NNyUA6-7I1-QF314f3SUr8wB00Lrwpw1LaLOICDVrwVTvH1K_GA03i8VRptuWO9VWsIDhrbe8xZjQXCRJbkIRxiKaqxfBs5W84Thlpk456riJi3lU1U76NeXM5c4a/s1600/Feb+network_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigqcvq4PA6lbmvn11NNyUA6-7I1-QF314f3SUr8wB00Lrwpw1LaLOICDVrwVTvH1K_GA03i8VRptuWO9VWsIDhrbe8xZjQXCRJbkIRxiKaqxfBs5W84Thlpk456riJi3lU1U76NeXM5c4a/s400/Feb+network_01.jpg" width="370" /></a></div>
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Study-wise, I will focus on improving my texturing skills, because at the moment I feel that is the area I am lacking in a bit. I will take a look at the very popular painting program, MARI to see whether it can be of use to me. Meanwhile, I will continue with the UDK training as well. I need to improve FAST with UDK as by the end of this month I hope to have started importing assets for my final, SS2 project.</div>
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Work-wise I will import the two weapon models I have created into UDK and create convincing material for them. I aim to enter at least 2 Polycount challenges, competitions and/or art jams. </div>
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Online networking is going to be as crucial as ever as by the end of February, I hope to have added a few more artists to my contact list.</div>
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I will attend Google+ Hangout sessions, which I have done so on several occasions by now. They are a very interactive and fun way of working and networking at the same time. You talk to fellow artists via a microphone and share each other's screen so everyone can see what the others are working on.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjKLMbYq8-UJHjZoNjUQR5J-rRdJhkZiOmHEwQ3I3vOal-IsqLtBceGgZ5JljAi1oefgjJQL-ZcTgUcDfxwCMNrJ00jvWNoYl6JId-sYO2UrjAOTQyJF1cJRMGDTmB9vtxZ8W48EWtEU8o/s1600/Google+Hangout.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjKLMbYq8-UJHjZoNjUQR5J-rRdJhkZiOmHEwQ3I3vOal-IsqLtBceGgZ5JljAi1oefgjJQL-ZcTgUcDfxwCMNrJ00jvWNoYl6JId-sYO2UrjAOTQyJF1cJRMGDTmB9vtxZ8W48EWtEU8o/s400/Google+Hangout.jpg" width="400" /></a></div>
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Again, here is February's business plan:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvpVfxl8VYfbopy3kJMugeOfcbfnbh90IhHJfF-1-ibdYU0Dv7yxXi6g4_Ke2aDeUWOfkPPc9ZVRYxtSTMb_5eS7k66ms1t0YaPQOmPL383Mm48SPlEJGdmT9EbHGGwNQqtylTyHYsFUeL/s1600/February_timetable.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="337" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvpVfxl8VYfbopy3kJMugeOfcbfnbh90IhHJfF-1-ibdYU0Dv7yxXi6g4_Ke2aDeUWOfkPPc9ZVRYxtSTMb_5eS7k66ms1t0YaPQOmPL383Mm48SPlEJGdmT9EbHGGwNQqtylTyHYsFUeL/s400/February_timetable.jpg" width="400" /></a></div>
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Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-11846469505869345232013-01-29T11:06:00.000-08:002013-05-19T11:07:10.927-07:00Dishonored weapon finishedI've used ZBrush's Polypaint feature to lay down the basic color values for the gun. It does take a while and is a bit more time consuming than doing it in Photoshop for example, but you actually see, in 3D space, where and what you are painting. It's also a great way to paint in some highlights for the small, chamfered areas which otherwise would be hard to identify on the UV sheet. You paint in those highlights as guides and then in Photoshop you clearly see where you need to tweak those values.<br />
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After the baking and texturing was finished, here is what I ended up with:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgzAlPG3AU3uGk6wYfP1-Ffhzi87tDuA-UrKPigLQvVuUhoS0LMK8ze9fc6wAQwd87WHdBNUKfxoRGToNcR_EssKHMbefU-xTypKL97TeVIzSiMwZfXJgC5tnxT2hosJDUZ1wEpFc6Fy4u/s1600/Dishonored_marmoset.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="277" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgzAlPG3AU3uGk6wYfP1-Ffhzi87tDuA-UrKPigLQvVuUhoS0LMK8ze9fc6wAQwd87WHdBNUKfxoRGToNcR_EssKHMbefU-xTypKL97TeVIzSiMwZfXJgC5tnxT2hosJDUZ1wEpFc6Fy4u/s400/Dishonored_marmoset.jpg" width="400" /></a></div>
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<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/dCiZtgJUZYo" width="560"></iframe></div>
Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-59013076183891768782013-01-25T19:31:00.000-08:002013-02-06T01:28:51.681-08:00Practicing with UDKI have been making some good progress with UDK. Thanks to the 3DBuzz tutorials, I am understanding the basics of the program.<br />
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I have finished studying the next three chapters:<br />
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<ol>
<li>UDK: <a href="http://www.3dbuzz.com/training/view/unreal-development-kit/creating-a-simple-level" target="_blank">Part 2 - Creating a Simple Level </a></li>
<li> <a href="http://www.3dbuzz.com/training/view/unreal-development-kit/lighting" target="_blank"> Part 3 - Lighting (Introduction)</a></li>
<li> <a href="http://www.3dbuzz.com/training/view/unreal-development-kit/geometry-mode" target="_blank">Part 4 - Geometry Mode</a></li>
</ol>
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After using programs such as 3DSMax and Maya, understanding the basic workflow of UDK has not been hard at all.</div>
<div>
Without doing any static mesh import, I have created a practice scene with some very basic elements. I have only used models which can be found in the Content Browser. There are a lot of modular ones, so I just legod some things out, examining the advantages of modular assets.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMQVoRZuEM-B0_DhV866rrXdL-umB4PPptfzFV4-CIx-4zWoeZZvhHywG0OEnlUdChARw-Mq8qpLn4NN3PNJAAFx8ByUfMveMy84H9KiUG0cxPrwZNnXk7S4K08JWvt5VOJtU0FFo9qtvC/s1600/UDK_01.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMQVoRZuEM-B0_DhV866rrXdL-umB4PPptfzFV4-CIx-4zWoeZZvhHywG0OEnlUdChARw-Mq8qpLn4NN3PNJAAFx8ByUfMveMy84H9KiUG0cxPrwZNnXk7S4K08JWvt5VOJtU0FFo9qtvC/s400/UDK_01.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">First blockout</td></tr>
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The blockout was done using only BSP brushes. I have tried to be very clean about my units, so everything is evenly positioned from the center point with proper scale.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsLsY0jjSzqC7eIP42accVOKenLSp8uS-gSNahcS1KJrxc3pf5hy9cAFLrX6wPTJrx4Filx5hG8gcWOqs8AMaOu0O1OOvYqWBPFb3ckY8fC1WZuuXqGyIiVSLGd9Mw5pr751u1Dn6Il99P/s1600/UDK_03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="106" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsLsY0jjSzqC7eIP42accVOKenLSp8uS-gSNahcS1KJrxc3pf5hy9cAFLrX6wPTJrx4Filx5hG8gcWOqs8AMaOu0O1OOvYqWBPFb3ckY8fC1WZuuXqGyIiVSLGd9Mw5pr751u1Dn6Il99P/s200/UDK_03.jpg" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7EEEfjhsFW6vcMdXOHygBPqaa9Xl6t9Jl-JknZ2c5Uh12sD3DvtQQm0bjglgHi7DYm-hGDo6DufgcnZAtl95gFRVdL-_JVecw7qFEgEluJYJWRCFyhQTLihI3sgFENkWrN4Btk4vXvPI0/s1600/UDK_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="106" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7EEEfjhsFW6vcMdXOHygBPqaa9Xl6t9Jl-JknZ2c5Uh12sD3DvtQQm0bjglgHi7DYm-hGDo6DufgcnZAtl95gFRVdL-_JVecw7qFEgEluJYJWRCFyhQTLihI3sgFENkWrN4Btk4vXvPI0/s200/UDK_02.jpg" width="200" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgznhwjf9684kUCT5wriSpxOX70EOSFRwbIDSY5ULu8i0i8dryWsZ13z4nEr_Xg778Km4xgAdVJWvCSBFtvOFSYTJePmEdryitzS8ZQxjL3Jvk7V91WSQaeYRXTeIYrqVb5PsymNZxKl5_J/s1600/UDK_04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="106" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgznhwjf9684kUCT5wriSpxOX70EOSFRwbIDSY5ULu8i0i8dryWsZ13z4nEr_Xg778Km4xgAdVJWvCSBFtvOFSYTJePmEdryitzS8ZQxjL3Jvk7V91WSQaeYRXTeIYrqVb5PsymNZxKl5_J/s200/UDK_04.jpg" width="200" /></a></div>
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I have looked at static meshes that emit light, by baking the lighting information into the textures around them. The little lights on the walls are meshes like that. Also, I've added a post-production effect as well to the second room of the building. I've also been able to slowly transition this effect, so that the color changes don't just pop, instead they slowly fade in and out.<br />
I created a basic trigger for the door as well, so that when a player approaches it, it opens with proper sound effects. I've created these via Unreal Kismet and Matinee.<br />
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Very cool stuff indeed, I`m very eager to continue with the tutorials and start practicing with some very unique designs.<br />
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<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/ugXYa_qWZ7s?rel=0" width="420"></iframe></div>
Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-83969930447046134182013-01-22T18:48:00.000-08:002013-02-05T17:55:00.186-08:00Practicing game art - Warcraft axeI have chosen to create a game asset based on a concept art created by Blizzard Entertainment. It is a weapon with quite an interesting, fantasy shape. You have a bit of organic forms in it, but a lot of hard surface modeling needs to take place as well.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPjSiKHV3ZHNyUnuPxePSrql7tK8Dn0Hmc9ZbqW5mdh_VMBl4exPW-cbqD7d93j7EOsObsiAfFL1QDIoRuKD5hFvRqRdTPSpBxolwGk12aB3L9zznQCEidnMS24I9d3cPxXOfH3zcl32QR/s1600/item-axe-1h-twilighthammer-full.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPjSiKHV3ZHNyUnuPxePSrql7tK8Dn0Hmc9ZbqW5mdh_VMBl4exPW-cbqD7d93j7EOsObsiAfFL1QDIoRuKD5hFvRqRdTPSpBxolwGk12aB3L9zznQCEidnMS24I9d3cPxXOfH3zcl32QR/s320/item-axe-1h-twilighthammer-full.jpg" width="220" /></a></div>
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First step was to analyze the concept, I've began drawing through on it, examining the shape and forms. A side view was not provided to the community by Blizzard, hence I had to pay attention to the tones and shades to identify the depth and actual position of some elements in 3D space.<br />
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I went ahead and created a block out of the axe and setting it up with even and square topology so it properly subdivides in ZBrush.<br />
Inside ZBrush, I decided to go with a layered approach. 3DMotive tutors highly recommend working with layers as this is a non-destructive workflow. You can test out various ideas on your model and if you don't like them, you just delete the layer. Or, if some details are exaggerated you can easily pull back the strength of that layer to minimize the effect.<br />
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The plan was to, form now on, post all of the work I create to Polycount's forum to receive proper feedback. Also, I mean to post updates very often so people can see that I am active and serious about my art. It's not about showing off, I really want to be as active as I can be to develop myself as much as possible.<br />
However, I need to realize when I should post an update. To post an update, just for the sake of posting doesn't help me or anyone else. I need to have good progression between the different versions of my assets to get proper feedback and so people can see whether I am heading in the right direction or not.<br />
I planned to only post a version when it has been textured.<br />
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Speaking of texturing: I've used ZBrush's Polypaint functions to block in the main colors and values of the axe. I have learnt quite a lot from 3DMotive's Hand Painted a Weapon Texturing tutorial and I've used the same approach with this axe. Block in the main values, paint some light and specular information into the color to better bring out the important details.<br />
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Meanwhile, I often turned to the <a href="http://www.polycount.com/forum/showthread.php?t=115679" target="_blank">Polycount</a> community with difficulties I was having (mostly technical). The people over there are just amazing and share even the most valuable and helpful information very kindly.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiADyq6w_-_vIaxljetQw_29UjxRYDpMHLv4Scc71GaCmNTvZEYUH9ohGonyR2tZ9KakEVs683C6LT2mYUT63kdtdzhtznYh25akCXRIfjXbK2pLnDFE5mYCce5YLiGTpRxaB4gn2EnY70/s1600/polycount_feedback.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="202" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiADyq6w_-_vIaxljetQw_29UjxRYDpMHLv4Scc71GaCmNTvZEYUH9ohGonyR2tZ9KakEVs683C6LT2mYUT63kdtdzhtznYh25akCXRIfjXbK2pLnDFE5mYCce5YLiGTpRxaB4gn2EnY70/s320/polycount_feedback.jpg" width="320" /></a></div>
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Once I have my maps baked out, I can finalize my diffuse map by hand painting some extra details onto it in Photoshop. Also, I will bake out a Normal Map, along with an AO map. I will use nDo 2 to create new maps, like Cavity Map and blend that detail into my final Diffuse as well.<br />
There are a lot of possibilities technically, I have to pay attention to the general appeal of the weapon and work towards improving that.<br />
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I've rebuilt the topology in 3DSMax to get the final, game mesh. I've then baked the high poly information onto the low-poly and tweaked the maps to get the following result:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1FME1h1Rv4rGr0Nf5alaP78V9E0WaMEOcQt7b-BifMHP6liyTuXhhj8pOJWa_-Ig_sw-Cyap0a-F2t9nrmjKOM4Ivdx35Oelb8-0OQt2Yq3AUg_XpJ49LQsHENxzyMk8iJ0TYCSqoPMjW/s1600/Axe_03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="251" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1FME1h1Rv4rGr0Nf5alaP78V9E0WaMEOcQt7b-BifMHP6liyTuXhhj8pOJWa_-Ig_sw-Cyap0a-F2t9nrmjKOM4Ivdx35Oelb8-0OQt2Yq3AUg_XpJ49LQsHENxzyMk8iJ0TYCSqoPMjW/s400/Axe_03.jpg" width="400" /></a></div>
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This is a Realistic view from 3DSMax's viewport, hence the specular map has no effect. Once I learn how to properly import an asset into UDK, I will take this axe and test it out in there as well.<br />
Final triangle count is 4,304 with 1024x1024 maps applied.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com1tag:blogger.com,1999:blog-8114956452427198853.post-80969905742444749902013-01-18T17:23:00.000-08:002013-02-05T17:24:27.356-08:00A bit of networking DEUTSCHE BANK WorkshopThe first networking possibility of our 2nd term was provided via a workshop. On January the 15th, at the School of Art on Margaret Street.<br />
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Despite being a workshop, the place was packed with mostly students, but I noticed some people possibly from various companies interested in the event.<br />
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Max Comfort talked about a wide range of issues when it comes to getting started in the professional world. He talked about the importance of networking and gave us some tips on how to approach business professionals. Some good tips were given regarding business cards as well.<br />
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He talked about real life issues, instead of the dogmatic things, which I've found very refreshing and useful.<br />
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The workshop provided the possibility to get to know some people. I've been able to talk with quite a few BCU students. Even though they are on a whole different kind of course (fashion, jewelry etc.) its still good to have contacts within your own university.<br />
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Max talked a great deal about freelancing possibilities and how to plan such a career. Freelancing involves a great deal of tax planning and people who have no experience regarding this need advice. He examined and explained the common issues of freelancing and went on to show us some methods on how to plan and calculate your financial situation. Topics like Cashflow Projection, GANTT Chart etc.<br />
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I might end up revisiting the content of this presentation as eventually I might have to look for freelance work and I will surely need some guidance with various issues.Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-70183909641997078662013-01-17T21:16:00.000-08:002013-02-05T16:45:07.470-08:00A bit of a dissapointment - Part 3I've felt the planning stage was ready to start blocking out the main shapes of the scene.<br />
I have looked at several tutorials during the Christmas break and have been constantly learning new things since.<br />
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The aim is to stick to the business plan I've developed. Until now, I have watched the following tutorials:<br />
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<a href="https://www.3dmotive.com/library_guest#" target="_blank">3DMotive.com:</a><br />
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<ol>
<li>Asset Workflow: The Briefcase</li>
<li>Workflow Series: The Treasure Chest</li>
<li>Texturing and Baking with ZBrush, xNormal and nDo 2</li>
<li>Baking Normal Maps: Tips and Tricks</li>
</ol>
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Digital Tutors:</div>
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<ol>
<li><a href="http://www.digitaltutors.com/11/training.php?pid=215&autoplay=1" target="_blank">Architectural detailing in ZBrush</a></li>
<li><a href="http://www.digitaltutors.com/11/training.php?pid=821&autoplay=1" target="_blank">Professional Series Game Asset Production Pipeline</a></li>
</ol>
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Eat3D:</div>
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<ol>
<li><a href="http://eat3d.com/dozer_part1" target="_blank">The Dozer, Part1: Building and Rendering a High Poly Dozer in 3DSMax</a></li>
</ol>
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Gnomon Workshop:<br />
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<ol>
<li><a href="http://www.thegnomonworkshop.com/store/product/1007/environment-Production-Workflow-%3A-Tips%2C-Tricks-and-Concepts#.URGiQaWbCLI" target="_blank">Environment Production Workflow: Tips, Tricks and Concepts</a> (by David Lesperance)</li>
</ol>
3DBuzz:</div>
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<ol>
<li><a href="http://www.3dbuzz.com/training/view/unreal-development-kit/user-interface" target="_blank">UDK: Part 1 - User Interface</a></li>
<li><a href="http://www.3dbuzz.com/training/view/unreal-development-kit/creating-a-simple-level" target="_blank">Creating a Simple Level</a></li>
</ol>
This may seem quite a lot and yes... I did spend quite a few hours in front of the screen. Instead of watching films when going to bed, I've put in a tutorial and continued watching it the next morning. </div>
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I've learned a great deal and have started to get a clearer picture on how I want to plan my workflow.</div>
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For this competition, the first thing I am going to use which I've learned from several of these tutorials, is a blocking out approach. First, I will use very very basic shapes to block out the main shapes of the scene.</div>
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This will help me to adjust the scale, the position and angle of several objects before they are detailed. It's much easier to build up your scene this way, because if you want to change something, but you have already added some fine detail to it... it's going to be a pain.</div>
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First blockout:</div>
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It started to shape out just fine and I am going to skip ahead to the very last version of the blockout I have gotten to as the disappointment was ever close.</div>
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I've started using ZBrush to add some detail to my most important shapes. This is part of the blocking out stage, I wanted to see how these will look after textures and depth information will be painted into them.</div>
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The structure was coming along nicely as well.. I did feel there was more work with it.. that it was still lacking something, but I felt confident that I was on the right track.</div>
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One issue was time: I had 2 days to finish this entire scene and I felt I could really quickly texture the entire scene. The slap to the face came when I read through the extended rules of the competition, which states that <b><span style="color: red;"> only students studying in the U.S. or Canada are eligible to enter.</span> </b></div>
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Well... this was really heart braking to read.. and after having put this much effort into it.... I smiled! :) </div>
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I smiled because I felt that I did not lose anything, on the contrary. Yes, it is very sad that I can't get some exposure, but this project pushed me so much to learn new things and to actually do some professional reference gathering.</div>
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I have been suggested by the previous winner of the contest, Jessica Dinh, to post this work up to the <a href="http://www.polycount.com/" target="_blank">Polycount</a> forums and keep on working on it. There are a lot of Blizzard artists checking those forums, so I will still be able to get exposure for my work.</div>
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But, I felt that with 2 days left, rushing through the texturing and rendering stage would not be the best thing. I would not learn much and I would not be able to bring the maximum out of this concept. I've decided to keep this scene as a test base for the new things I learn. I have a vast list of tutorials ahead of me and I need some sort of test scene which I can practice on and with.</div>
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I was thinking of importing this environmental piece into UDK, but that requires more learning as, right now, no proper importing could take place... just messing about.</div>
Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-72952973205677630422013-01-16T18:08:00.000-08:002013-02-05T16:13:48.587-08:00A bit of a disappointment - Part 2Having looked at Sekler and Romanian architecture, I did not come up with anything that would be unique enough for the environment. I've decided to do an extensive search on the internet on whatever I can find from the medieval ages.<br />
<br />
Looking for reference is not just about finding something that perfectly suits your expectations and then "just" copying it. As you look through hundreds and hundreds of images your image library starts to build up. By this I don't just mean a library on the computer, but inside your mind as well. Your imagination starts to widen and quite often I've found myself coming up with new things by looking at something that already exists. Reference images can ignite one's imagination to think of something new and that is an important trait to have.<br />
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I have found a vast number of images.. literally. I've gathered about 600 in total, which I will not put up here. I've also checked some concept art websites as well and in the end came up with a smaller library composed of the images that I can inspire something new from:<br />
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I really got hooked on the bat theme and the idea of actually making a structure look like a dragon is imbedded into it inspired me even more. I also like these impossibly narrow cliff formations, which then widen out, offering a planar type of surface. Of course, this is all impossible in real life, but the beauty of CGI has always been the possibility to make the impossible look actually believable.<br />
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I began drawing a basic concept of the building I was after:<br />
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Concept of the environment:<br />
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<br />Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-3288160578806763512013-01-16T11:38:00.000-08:002013-02-05T16:13:56.009-08:00A bit of a disappointment - Part 1Throughout the Christmas break I have been quite busy preparing myself to enter the Blizzard Student Environment Art Contest.<br />
I have taken this very seriously and once my SS1 module finished I began brainstorming about what I wanted to create exactly.<br />
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The requirements were pretty clear: I need to create a somewhat small environmental scene that features a small structure, rocks, grass, trees and props. All of these have to match the polygon count of the models found within World of Warcraft.... which is very low.<br />
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Another important element was to present something that has not been witnessed in the game before. Basically, design something new, something refreshing to the game.<br />
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My initial idea was to inspire something based on the Sekler culture, which I am part of myself. Sekler people are a group within the Hungarian culture. Seklers used to be the guards of the Kingdom of Hungary. In 1920, however Hungary shrank to a third of its size and a lot of Hungarians found themselves in foreign countries. The Sekler population ended up in Romania.<br />
The Sekler culture has its own unique architectural style and I was aiming to create something based on this.<br />
Older Romanian architecture has crossed my mind as well, due to their mystical nature. I decided to explore some old churches in Moldova, bordering Transilvania.<br />
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The pictures above showcase Romanian churches. Sadly, I did not find them unique enough in order to be very different in comparison to what a player can find in World of Warcraft. I haven't seen churches EXACTLY like these ones, but there some which look pretty similar.<br />
I did note one or two small details that I might use later on when I concept my structure, though, so the trip was not a failure my any means.<br />
I also liked the ruined wooden planks on the church to the left. It is good reference for texture painting.. I took some close up shots.<br />
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The next day, I went to several small Transilvanian villages which have a lot of Sekler decoration themed structures, especially gates. I've found that World of Warcraft designers do like their gates and a Sekler gate would be an awesome idea as it is quite different and detailed. That detail though is surface detail, which would allow the possibility to really push my texturing skills. WoW is a completely hand painted textured game.<br />
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This detail was really inspiring to see and I already knew that I somehow want to incorporate a gate for my architectural piece. The gate would serve as a tool that sets the initial mood of the building. I wanted to take some of the details from these Sekler gates, but improve the silhouette quite a bit as this are to square to suit WoW's style.<br />
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To be continued...Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-1035390541970962382013-01-15T18:02:00.000-08:002013-02-05T16:12:29.557-08:00Trying to stay active during the Christmas break + DISSERTATIONAfter the hand in of my final projects for SS1, I've decided to remain somewhat active during the break as well. It wouldn't be a good idea to completely shut your working brain off for a complete month, because as university recommences, new project and tight deadlines await.<br />
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One of these projects involved researching and writing my final year dissertation.</div>
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I wanted to take the opportunity at write a dissertation that is 100% related to the issues I've been experiencing as a 3D Artist.</div>
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With the approach of the deadline for our Professional Practice module, I wanted to help myself with this dissertation to better plan out my future business plan.</div>
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If I examine my university modules closely, it's obvious that there is a pattern and that they are connected. This third year ,especially, is a journey towards becoming fully ready (technically and organisation wise also) to enter the professional world.</div>
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At the start of third year, I was immediately faced with a dilemma: my initial plan was to prepare myself as a Generalist. Someone, who can perform in all of the main areas of CG. With the start of our SS1 module, I had to do a significant amount of research on the CG industry and soon realized that I seriously need to re-think my approach.</div>
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I always aimed to work at a high profile company, on one of the most influential games or cinematics of today. To sum it up in a nutshell, based on where my ambition lies, I learned that I want and need to specialize in Environment Art, with a pronounced approach to games over cinematic work.</div>
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The dissertation aims to act as a guide to people who are in a similar situation I was before the start of third year. The confusion whether to become a Generalist or a specialist is a serious one and can result in a bad business plan for an aspiring artist's future.</div>
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Click <b><a href="https://dl.dropbox.com/s/khdinl98vm1oncn/Horvath%20Elod%20Alajos%20-%20Dissertation.pdf?dl=1" target="_blank"><span style="color: red; font-size: large;">HERE</span></a></b> to download the dissertation.</div>
Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-10630014152414011312012-12-18T14:37:00.000-08:002013-02-06T05:59:27.069-08:00Developing a business plan (long term)<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
<u><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="color: #548dd4; font-size: 14.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt; mso-themecolor: text2; mso-themetint: 153;">4 year business plan: 2014 – 2017</span></b></u></div>
<div class="MsoNormal">
<b><u><span lang="EN-US" style="color: #548dd4; font-size: 14pt; line-height: 115%;"><br /></span></u></b></div>
<div class="MsoNormal">
<span lang="EN-US">The period starting from 2014 could lead to
several possibilities when it comes to working in the CG industry. At the
moment, my plan is to kick start my career in game development art after I
graduate.</span></div>
<div class="MsoNormal">
<span lang="EN-US">The only factor that influences how the
upcoming four years shape is whether I will be good enough to succeed in the
mentioned sector.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US">Plan
A:</span></u></b><span lang="EN-US"> if I manage to achieve my initial goal, I
will focus on becoming better as quickly as possible to ensure I could fit in
to a large variety of companies. Goal is to build up experience and reputation
as an Environment Artist. Widening my network of professional contacts will
play a huge part during this period as well.</span></div>
<div class="MsoNormal">
<span lang="EN-US">By researching artists like David
Lesperance, it becomes obvious that building up a solid reputation in your
field is key. Mr. Lesperance, besides being a dedicated Environment Artist on
the Halo 4 game at 343 Industries, he constantly creates personal 3D art
material, varying from high-poly cinematic work to low-poly game assets (<a href="http://www.davidlesperance.blogspot.com/">www.davidlesperance.blogspot.com</a>)
. He worked at Blizzard Entertainment’s Cinematic team, involved in projects
like the opening introduction video for World of Warcraft: Mists of Pandaria.
He easily made the transition to low-poly work thanks to his reputation and
contacts.<br />
I am aiming for a similar approach, one that focuses on all of the key elements
that make me a valued person within the industry.</span></div>
<div class="MsoNormal">
<span lang="EN-US">My aim is to eventually work in the U.S.A
as this has been a great desire for a long time. There are a lot of personal
reasons behind a move to America, but it would be amazing professionally as
well. It’s good to travel and work at several companies to widen your experience.
I plan to make this move no later than 2015 and will keep honing my skills and
acquiring experience until then.</span></div>
<div class="MsoNormal">
<br /></div>
<table border="1" cellpadding="0" cellspacing="0" class="MsoTableGrid" style="border-collapse: collapse; border: none; mso-border-alt: solid windowtext .5pt; mso-padding-alt: 0cm 5.4pt 0cm 5.4pt; mso-yfti-tbllook: 1184;">
<tbody>
<tr style="mso-yfti-firstrow: yes; mso-yfti-irow: 0;">
<td style="background: none repeat scroll 0% 0% rgb(214, 227, 188); border: 1pt solid windowtext; color: black; padding: 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="color: black; line-height: normal; margin-bottom: 0cm; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span lang="EN-US">2014</span></b></div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(214, 227, 188); border: 1pt solid windowtext; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">Concentrate on acquiring as much experience as
possible and building up a good reputation via the quality of my work and
through an ever expanding professional contact network. Jobs would be
accepted anywhere in Europe or abroad.</span></div>
</td>
</tr>
<tr style="mso-yfti-irow: 1;">
<td style="background: none repeat scroll 0% 0% rgb(251, 212, 180); border: 1pt solid windowtext; color: black; padding: 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span lang="EN-US">2015</span></b></div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(251, 212, 180); border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-style: none solid solid none; border-width: medium 1pt 1pt medium; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">By this time I hope to have made a move to the
U.S.A. to further expand my arsenal of experience and skill set. It is also
important for an artist to have a fresh mind and keep the ambition/motivation
at a high level. Undertaking new challenges is important.</span></div>
</td>
</tr>
<tr style="mso-yfti-irow: 2; mso-yfti-lastrow: yes;">
<td style="background: none repeat scroll 0% 0% rgb(229, 184, 183); border: 1pt solid windowtext; color: black; padding: 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span lang="EN-US">2016 - 2017</span></b></div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(229, 184, 183); border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-style: none solid solid none; border-width: medium 1pt 1pt medium; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">I am to have worked on two triple A titles for one
or maybe two high-profile game development companies. By the end of 2017 I
should have earned a Senior title in Environment Art.</span></div>
</td>
</tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US">Plan
B:</span></u></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">There is always the possibility to approach
the cinematic part of Computer Graphics. The assets which I create for games
all have high poly versions with textures applied to them. If I end up with too
many failed attempts in the gaming industry, I will take these high-res meshes
and prepare a portfolio comprising of pre-rendered, cinematic-quality work.</span></div>
<div class="MsoNormal">
<span lang="EN-US">At the moment, I have a few contacts at
Digic Pictures in Budapest, Hungary (<a href="http://www.digicpictures.com/">www.digicpictures.com</a>).
Digic is a high-end animation studio, specializing in cinematic/realistic work.
They are involved with projects like Assasin’s Creed, Halo, Castlevania etc.
Their work is recognized throughout the CG industry and they are considered to
be one of the best alongside the likes of Blur Studios.</span></div>
<div class="MsoNormal">
<span lang="EN-US">A friend named, Miklos Gabor has been
working at Digic for three years and has been giving me advice on how to
approach the company if I intend to apply for a position. <br />
Digic tends to hire Hungarian artists mostly and Hungary hasn’t got the
competition that Western Europe/America/Canada ha to offer. Earning a job at
Digic would not be impossible at all with a properly tailored portfolio.</span></div>
<div class="MsoNormal">
<span lang="EN-US">Professionally, Digic would be an amazing
place to work at as the experience to be gained is excellent. I would grow as
an Environment Artist and my CV would be enriched with an absolutely
prestigious workplace. This could result in an eventual possibility on making a
move to a company abroad after my contract ends. There is one setback with
Digic, though: the wages they offer pale in comparison to those offered in the
UK/U.S. etc. This would be one setback, but as mentioned earlier, I could
easily find a job abroad after my contract ends.</span></div>
<div class="MsoNormal">
<span lang="EN-US">Despite Digic being my biggest chance on
entering the cinematic industry, I would still aim to apply to companies that
have cinematic departments, like Blizzard Entertainment, Blur Studios,
Electronic Arts etc.</span></div>
<div class="MsoNormal">
<br /></div>
<table border="1" cellpadding="0" cellspacing="0" class="MsoTableGrid" style="border-collapse: collapse; border: none; mso-border-alt: solid windowtext .5pt; mso-padding-alt: 0cm 5.4pt 0cm 5.4pt; mso-yfti-tbllook: 1184;">
<tbody>
<tr style="mso-yfti-firstrow: yes; mso-yfti-irow: 0;">
<td style="background: #D6E3BC; border: solid windowtext 1.0pt; mso-background-themecolor: accent3; mso-background-themetint: 102; mso-border-alt: solid windowtext .5pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="color: black; line-height: normal; margin-bottom: 0cm; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span lang="EN-US">2014</span></b></div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(214, 227, 188); border: 1pt solid windowtext; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">First three months of this year would be focused on
creating a portfolio comprised of high-resolution, cinematic quality work.
Hard surface assets, alongside architectural pieces should showcase in my
show reel.</span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">Starting from March – April, I would start sending
out my applications to the likes of Digic Pictures, Blizzard Entertainment,
Blur Studios etc.</span></div>
</td>
</tr>
<tr style="mso-yfti-irow: 1;">
<td style="background: #FBD4B4; border-top: none; border: solid windowtext 1.0pt; mso-background-themecolor: accent6; mso-background-themetint: 102; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="color: black; line-height: normal; margin-bottom: 0cm; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span lang="EN-US">2015</span></b></div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(251, 212, 180); border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-style: none solid solid none; border-width: medium 1pt 1pt medium; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">This year depends heavily on where I acquire a job.
Digic tends to offer artists long-term contracts. If I manage to get into the
studio, I will probably spend my next five years there. During that period,
focus will purely be on becoming the best I can be and ever expanding my
professional contacts.</span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">If I acquire a position at any other company I would
keep my options a bit more open and not exclude possible moves to different
countries.</span></div>
</td>
</tr>
<tr style="mso-yfti-irow: 2; mso-yfti-lastrow: yes;">
<td style="background: #E5B8B7; border-top: none; border: solid windowtext 1.0pt; mso-background-themecolor: accent2; mso-background-themetint: 102; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br />
<div style="color: black;">
<b><span lang="EN-US">2016 - 2017</span></b></div>
</div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(229, 184, 183); border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-style: none solid solid none; border-width: medium 1pt 1pt medium; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">I aim to have built up a respectable reputation by
this time as an Environment Artist. My work should reflect an expertise level
that would even allow me to possibly make a transition to the game
development industry.</span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">By the end of 2017 I hope to have earned a Senior
level in environment art.</span></div>
</td>
</tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US">Plan
C:</span></u></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">If my attempts to enter the CG industry
become a complete failure and I end up not being able to make a proper living
out of producing 3D art, I will open up my own business.</span></div>
<div class="MsoNormal">
<span lang="EN-US">Having lived the majority of my life in
Romania with frequent visits to Hungary, it is clear that the CGI education is
lacking immensely (especially in Romania). This is based on personal
experience, as the early years of my journey in Computer Graphics composed of
self-taught sessions only.<span style="mso-spacerun: yes;"> </span></span></div>
<div class="MsoNormal">
<span lang="EN-US">Later, after carefully studying a large
range of video-tutorials from prestigious companies, such as Digital Tutors,
Gnomon Workshop, 3DMotive, Eat3D, Lynda.com, Escape Studios etc. I feel I
understand what separates mediocre tutoring from a highly effective one.<br />
I also had the opportunity to teach 3D Studio Max to two groups in the past.
These groups, each comprised of 15 people provided me with a good insight into
the world of tutoring. After the end of the program people expressed their
satisfaction and I feel confident that I can succeed in the tutoring industry
as well.</span></div>
<div class="MsoNormal">
<span lang="EN-US">People in Romania and Hungary can hardly
afford the prices Digital Tutors and similar companies are asking. Also, the
tutorials provided are strictly in English, which is not the most suitable
language in these regions.</span></div>
<div class="MsoNormal">
<span lang="EN-US">My plan is to offer online and in-class tutoring
possibilities regarding the most popular CG software of today. With proper
research, planning, advertising, some professional CG experience under my belt,
a degree and low tutorial prices, I feel there is a possibility to start up
such a business.</span></div>
<div class="MsoNormal">
<span lang="EN-US">Plan C could come to life even if I do
succeed in the gaming or cinematic industry. I would have the budget to open up
the business and hire people to maintain it. It can be a plan for the far
future, but could act as a backup plan, should I need it.</span></div>
<div class="MsoNormal">
<br /></div>
<table border="1" cellpadding="0" cellspacing="0" class="MsoTableGrid" style="border-collapse: collapse; border: none; mso-border-alt: solid windowtext .5pt; mso-padding-alt: 0cm 5.4pt 0cm 5.4pt; mso-yfti-tbllook: 1184;">
<tbody>
<tr style="mso-yfti-firstrow: yes; mso-yfti-irow: 0;">
<td style="background: #D6E3BC; border: solid windowtext 1.0pt; mso-background-themecolor: accent3; mso-background-themetint: 102; mso-border-alt: solid windowtext .5pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="color: black; line-height: normal; margin-bottom: 0cm; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span lang="EN-US">2014</span></b></div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(214, 227, 188); border: 1pt solid windowtext; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">Involve myself in as many freelance projects as
possible and shift my studies to a more Generalist approach. A Generalist
approach would be crucial in order to teach a bigger variety of programs and
topics to the students.</span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">During the third part of this year, I hope to have
started up the business in the city, Cluj Napoca, in Romania. Patience will
be required to achieve profit and most likely the first few months would
require re-investing the profit into the company in order to stabilize it.</span></div>
</td>
</tr>
<tr style="mso-yfti-irow: 1;">
<td style="background: #FBD4B4; border-top: none; border: solid windowtext 1.0pt; mso-background-themecolor: accent6; mso-background-themetint: 102; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="color: black; line-height: normal; margin-bottom: 0cm; text-align: center;">
<br />
<b><span lang="EN-US">2015</span></b></div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(251, 212, 180); border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-style: none solid solid none; border-width: medium 1pt 1pt medium; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">As proper profit starts to come in, I will be able
to hire several local people with proper skills with relevant software. I
plan to offer courses relating to a wider range of software. Courses should
multiply and occur more often.</span></div>
<div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">I would use the income to make a proper advertising
campaign for my company, including TV ads, radio station ads, presentations
at universities and schools etc.</span></div>
</td>
</tr>
<tr style="mso-yfti-irow: 2; mso-yfti-lastrow: yes;">
<td style="background: #E5B8B7; border-top: none; border: solid windowtext 1.0pt; mso-background-themecolor: accent2; mso-background-themetint: 102; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 111.75pt;" valign="top" width="149"><div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="color: black; line-height: normal; margin-bottom: 0cm; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span lang="EN-US">2016 - 2017</span></b></div>
</td>
<td style="background: none repeat scroll 0% 0% rgb(229, 184, 183); border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-style: none solid solid none; border-width: medium 1pt 1pt medium; color: black; padding: 0cm 5.4pt; width: 367.05pt;" valign="top" width="489"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US">During this period, the company should be completely
on solid ground and have earned a decent reputation. I hope to achieve a
monopoly position in Romania.</span></div>
</td>
</tr>
</tbody></table>
<div class="MsoNormal">
<br />
<br />
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<br />
<div class="MsoNormal">
<u><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="color: #548dd4; font-size: 14.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt; mso-themecolor: text2; mso-themetint: 153;">2018 – 2022:</span></b></u></div>
<div class="MsoNormal">
<b><u><span lang="EN-US" style="color: #548dd4; font-size: 14pt; line-height: 115%;"><br /></span></u></b></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US">According
to Plan A:</span></u></b></div>
<div class="MsoNormal">
<b><u><span lang="EN-US"><br /></span></u></b><u><span lang="EN-US"></span></u></div>
<div class="MsoNormal">
<span lang="EN-US">By this time, I have achieved a Senior
level in Environment Art and have worked on several triple A titles. </span></div>
<div class="MsoNormal">
<span lang="EN-US">Eventually I want to obtain the experience
necessary to earn a Lead role. A Lead Environment Artist is faced with
decisions that affect the game on a bigger scale. I actually would be involved
on planning the environments and assets. </span><br />
</div>
<div class="MsoNormal">
<span lang="EN-US">By looking at Lead Environment Artist job
postings it becomes clear that such a position would involve significantly more
responsibility, but would provide a more engaging experience for me as an
artist. This would be a leap forward financially as well and would cement my
reputation even further.</span></div>
<div class="MsoNormal">
<span style="mso-ansi-language: EN-GB; mso-fareast-language: EN-GB; mso-no-proof: yes;">
</span><span lang="EN-US"></span></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US"><span style="text-decoration: none;"><br /></span></span></u></b>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimdcqPfR1F0qEiQUU6Sjth3CFQC8zWqbgPn8YyettEf3282uXXbCQ2lWWvogH1ICNch2HDld1k7w1A3uQzP-KYd9lLbHzSKsXbqJ2AnSjT89sJIjqUVsf3-ACng-iyGaaNAm6Lhy-fYauU/s1600/Lead_Env.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="321" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimdcqPfR1F0qEiQUU6Sjth3CFQC8zWqbgPn8YyettEf3282uXXbCQ2lWWvogH1ICNch2HDld1k7w1A3uQzP-KYd9lLbHzSKsXbqJ2AnSjT89sJIjqUVsf3-ACng-iyGaaNAm6Lhy-fYauU/s400/Lead_Env.jpg" width="400" /></a></div>
<b><u><span lang="EN-US"><span style="text-decoration: none;"><br /></span></span></u></b></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US">According
to Plan B:</span></u></b></div>
<div class="MsoNormal">
<b><u><span lang="EN-US"><br /></span></u></b><span lang="EN-US"></span></div>
<div class="MsoNormal">
<span lang="EN-US">Having worked four years in the cinematic
industry, I expect to have gained the experience required to obtain a position
at any of the leading companies.</span></div>
<div class="MsoNormal">
<span lang="EN-US">From Digic, I would expect a switch to
Blizzard Entertainment’s cinematic department as their visual style has always
inspired me. This switch would be a huge leap forward financially as well,
which will allow me to start up my own business back home as a back-up
financial source.</span></div>
<div class="MsoNormal">
<span lang="EN-US">I expect to have gained the Senior, and
eventually a Leading role in Environment and prop art. I wish to represent my
companies for which I am working for at major events such as conventions,
conferences etc.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US">According
to Plan C:</span></u></b></div>
<div class="MsoNormal">
<b><u><span lang="EN-US"><br /></span></u></b><span lang="EN-US"></span></div>
<div class="MsoNormal">
<span lang="EN-US">By 2008, the tutoring company should have
grown immensely compared to when it started out.</span></div>
<div class="MsoNormal">
<span lang="EN-US">I hope to have secured a studio flat big
enough to allow for a fully professional mentoring environment. The company
might start up a side business focusing on creating 3D art (adverts, banners,
logos, animations etc.) for a wide range of clients. This new service could
even be run by the successful students who finished a course or more at the
company, hence raising more interest. </span></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US"><span style="text-decoration: none;"><br /></span></span></u></b></div>
<div class="MsoNormal">
<u><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="color: #548dd4; font-size: 14.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt; mso-themecolor: text2; mso-themetint: 153;">Conclusion:</span></b></u><span lang="EN-US"></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br />
My professional future is completely linked with Computer Graphics. The next 4
months will be essential on how the near future shapes out, but I will
constantly examine the possibilities this industry offers and aim to be
successful.</span></div>
</div>
Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0tag:blogger.com,1999:blog-8114956452427198853.post-68807167386482001402012-12-17T08:51:00.000-08:002013-05-19T02:27:46.509-07:00Developing a business plan (short term)One of the big requests of Professional Practice was to plan out a business plan leading up to graduation and beyond.<br />
<br />
The aim was to develop a schedule and an organized approach to reach our goals. The purpose of this to better prepare myself to enter the professional industry after graduation.<br />
Developing an organized schedule in order to reach my goal can be really beneficial on many ways. Often times I've found myself working and working, but I did not know what I was aiming for on the end. I did not have an end goal. This affects your focus and you are constantly thinking about your final desination. Having an organized schedule makes you more aware of what you are doing. This way you maintain focus and you can also keep track of your progress.<br />
Having a schedule with deadlines is also a good practice to mimic an actual professional situation. When working in the industry you always work for deadlines. You have to be swift and produce good work at the same time. By developing a business plan I can practice and earn experience regarding deadlines.<br />
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<span style="font-size: large;"><u><b>6 month business plan: </b></u></span><br />
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<span style="font-size: large;"><u><b>8 month business plan:</b></u></span><b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US" style="color: #548dd4; font-size: 14.0pt; line-height: 115%; mso-themecolor: text2; mso-themetint: 153;"> </span></u></b><br />
<br />
<b><span lang="EN-US" style="color: #548dd4; font-size: 14pt; line-height: 115%;">June – September</span></b><span lang="EN-US"> </span><br />
<br />
<span lang="EN-US">This period will consist mostly of job
hunting and working actively to always better my portfolio and skills.
Attending networking events will be at least as crucial as before.</span><br />
<br />
<b><u><span lang="EN-US">Networking:</span></u></b><br />
<b><u><span lang="EN-US"><br /></span></u></b>
<span lang="EN-US">Polycount.com meet-up (June or July
– date undecided yet)</span><br />
<span lang="EN-US">GDC Europe (13<sup>th</sup> –
14<sup>th</sup> August, Cologne, Germany)</span><br />
<span lang="EN-US">Eurogamer Expo (26<sup>th</sup>
– 29<sup>th</sup> September, London)</span><br />
<span lang="EN-US">and others as they are
announced.</span><br />
<br />
<span lang="EN-US">Applications will be sent out to the
following companies:</span><br />
<div class="MsoNormal">
<br />
<span lang="EN-US">Blizzard Entertainment</span><br />
<span lang="EN-US">Bethesda Softworks/ZeniMax</span><br />
<span lang="EN-US">Blitz Game Studios</span><br />
<span lang="EN-US">Bioware</span><br />
<span lang="EN-US">Electronic Arts</span><br />
<span lang="EN-US">Turbine Games</span><br />
<span lang="EN-US">Codemasters</span><br />
<span lang="EN-US">Guerilla Games</span><br />
<span lang="EN-US">etc.</span></div>
<div class="MsoListParagraphCxSpLast" style="text-indent: -18pt;">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Main priority will be on companies that
work on RPG/fantasy themed games as my portfolio mostly will be tailored to
that genre. Along the way, I will have created hard surface models as well so I
can apply to a bigger variety of game studios.</span></div>
<div class="MsoNormal">
<span lang="EN-US">All of this will highly depend on the
contacts I make throughout the February – May period as well. Throughout my
networking I may find work opportunities that could change my plans. The goal
is to immediately find a job after the SS2 hand in to start acquiring
professional experience.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US" style="color: red;">June – July:</span></u></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">This period will mainly focus on getting a
job. I will approach my main targets (Blizzard, Bethesda, Bioware etc.). If no
appropriate response comes, I will attempt to get into somewhat smaller
companies (Turbine, Guerilla Games etc.).</span></div>
<div class="MsoNormal">
<span lang="EN-US">I plan on entering a bigger competition on
Polycount to get more exposure. If my initial applications don’t get me a job,
a good performance at such a competition could do the trick. It will be good
practice as well and I will constantly work and improve myself.</span></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US" style="color: red;"><span style="text-decoration: none;"><br /></span></span></u></b></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US" style="color: red;">August – September: </span></u></b></div>
<div class="MsoNormal">
<b><u><span lang="EN-US" style="color: red;"><br /></span></u></b></div>
<div class="MsoNormal">
<span lang="EN-US">Plans vary in terms of results achieved
throughout June-July.</span></div>
<div class="MsoNormal">
<br /></div>
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<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US">Plan
A:</span></u></b><span lang="EN-US"> if I manage to obtain a job I will focus on
fitting in as quickly as possible. Focus will be on performance to stabilize my
position. New recruits can easily find themselves out the door. This is
especially true for internships as it is very hard to obtain a full-time offer
after it finishes.<br />
Building a good relationship with my colleagues would be a top priority as it
is important to keep in mind that I’m not just an employee, who keeps creating
assets, but I am also a team player and need to blend in to my work
environment. Good contacts might lead to my recommendation as a permanent
Environment Artist.</span></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u><span lang="EN-US"><br /></span></u></b></div>
<div class="MsoNormal">
<b><u><span lang="EN-US">Plan
B:</span></u></b><span lang="EN-US"> If I won’t be able to obtain a full-time
position or internship, I will undertake freelance projects. I will possibly
turn to my new contacts, which I made throughout the networking events
attended. Also, there are numerous websites offering freelance work (e.g.
Polycount, Freelancer.com etc.).</span></div>
<div class="MsoNormal">
<span lang="EN-US">I will also examine my failed attempts on
acquiring a full-time position/internship. Based on the results, I will set up
new study and working sessions to amend the issues.<br />
I will consult my industry contacts on advice on how to improve my portfolio.</span></div>
<div class="MsoNormal">
<span lang="EN-US">The main goal is to, eventually acquire a
full-time position, but if that does not happen until August, I will undertake
freelance projects. At the same time I will focus to fill in the missing gaps
to achieve my initial purpose. Freelancing would be a good way to obtain experience
and of course to manage living costs, but the plan to get into the gaming
industry will stay intact the entire time, no matter the outcome.</span></div>
<br />Anonymoushttp://www.blogger.com/profile/01398440870670312247noreply@blogger.com0