Tag: Video Games

Chico State Game Studios Modeling Weeklies

This semester I decided to have the modeling team I lead at Chico State Game Studios submit their weekend online weeklies to a polycount thread.

You can check it out and give feedback here: http://www.polycount.com/forum/showthread.php?t=157460

If you are not from Chico and want to know more about Chico State Game Studios you can find past student projects here: http://www.chicostategamestudios.com/

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Week 6 – The Week Lost in Time

Originally these posts started with me talking about this being my last semester. It now is and isn’t at the same time. Some opportunities came up and I am now going to be doing a Master’s. Unfortunately these opportunities came up about a week before the deadline to apply so this week consisted of me running around campus during all of my out of class time, and then coming home and writing proposals and paperwork.

This Master’s project has been a blessing and a curse. I am no longer stressed out non-stop about getting everything ready to apply to jobs in a couple weeks, I can work mainly on building connections and friendships in the industry, and I have 2 more years to work on my portfolio. The hardest part of this last year was finally getting to a point where I am happy with my own work, but not having enough of it yet to be satisfied with my portfolio. You wouldn’t believe the amount of stuff I never show anyone and may or may not be archived somewhere on my computer or in some random drive.

Because of this my goals for the semester have changed. The Throne Room challenge is still something I would like to do but I am still debating on finishing the full environment or not because of the deadline coming up for it. I may just take what I have and polish that out and use as a prop on my site. My new goal is to get roughly 5-10 textures, 5-10 props, and 3-5 environments up on my portfolio and regularly update those sections by taking out my weakest piece and replacing it with new stronger works.

The newest work will be the polystyrene seen at the top of this blog. I have also still been working on perfecting that wood texture. Nothing that great so far but I am getting a better idea of where I am going with it.

wd_01' wd_02

I am also working on the welds a little bit. I think I have gotten to a point with it though where I am going to wait until I need it in a project and then try to get some particle brush effect working for the burn mark stuff on the outside edges of the welds.

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Week 4 – The Throne

This weekends focus will be finishing the throne and its’ surrounding area’s high poly & low poly models. I spent a large majority of last week getting ahead in my classwork so that I would have a week or two to work so I don’t really have much to show. The main improvement I have is that I’ve finally settled on my main design rules for the environment so moving forward here should me much quicker as most of my delays have been creative blocks. On top of that I am no longer sick so I have no more blocks there.

Another thing I worked on this week in my free time was taking this leaf generator network and putting my own touches and improvements on it:

Procedural Leaf Creation In Substance Designer from Eat 3D on Vimeo.

My goal when I am finished is to have a pretty decent leaf node network for generating them and then taking that and applying it to a forest floor like tiling texture. I am still about halfway through that so I will be posting it in a later blog.

I guess it is pretty much habitual now that I will be making a 2nd post either Sunday or Monday along with my polycount post so expect that. This time I will be posting the updated version of my website along with the blog so there is that to look forward too as well.

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Week 3 – Blockout Part 1

Unfortunately didn’t get much done this week for modeling due to putting in a lot of work on my new portfolio site, resume and dealing with start of the semester type things. But I have the weekend to commit to modeling and will be posting an update with the final blockout sometime Sunday, which will be the same day that I update my polycount thread. Also my new site will be up sometime in the coming week, after that I will be updating my business card and ordering those for GDC. My current ones are fine but I have learned some good tips for making a card specifically for events such as GDC. One of those is adding a headshot of myself and a section for notes on the back of the card, that way my card feels more personal and people can write any note about my they want when they take my info. Another issue with my old card is that the model I threw onto it was my just finished character model from last semester, the problem is that I am not a character artist, and my card understandably confused people. Good thing I wasn’t looking for jobs yet I guess.

As for modeling: I am playing with a lot of basic forms tonight and will most likely be doing so for the next few hours, I just need to get this post out there as an update. I feel like my last environment’s main flaw was a lack of a solid blockout. The current blockout I have now is about the same level of detail, if not more, than what I spent on the old environment. Because of that, last time I fell into a horrible trap where I was half way done with the project, and didn’t like where it was at, or have any clue how to fix it by adding more. I had to basically cut my losses because of deadline and do the best I could with what I had. This time around I am working on an even tighter deadline, but I have many more hours per day to work on the project so I think over all time will even out.

I am really enjoying where this environment is headed though. It will also be the first environment that I don’t really base off of someones concept and then adjust slightly. This one will be mine from the ground up so my blockout is sort of concepting things as well.

From here on out my plans are to finish the blockout (this weekend), make high poly meshes (either in zBrush or Maya depending on what is needed for the mesh) for the base environment (this week and next week), create the lowpoly and bake out, take things into nDo as needed(this week and next week), then Substance Designer or Painter and possibly photoshop if needed (this week and next week), throwing them into unreal and testing lighting (this week and next week). Then onto taking the individual small props from blockout through that same pipeline (next week and the week after).

shot1 shot2

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Week 2- Tiled Tiling Textures of Tile

Part of my goal this semester is to have a get set of Tiling Textures for my portfolio. Usually when I look into what studios are looking for when it comes to environment artists they all mention tiling textures. What a better way to start that series than with some tiles?

For this first one I purely used substance designer. Future ones I am going to incorporate sculpting and possibly even some hand painted textures.

Besides this I wasn’t able to get too much done because of the Global Game Jam and it messing up my sleeping schedule. But I did start a really basic blockout of my Throne Room scene. I am still playing with the overall layout and forms that I want the rooms in so it isn’t very impressive to look at right now. Either today or tomorrow I will be posting everything to polycount and linking that on this blog.


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Global Game Jam 2015

This year was the second year I participated in the Global Game Jam. The main difference between this year and the last was that this year I was an organizer. Unfortunately being an organizer meant that I wasn’t able to work much on a game, but I still was able to hang out, texture a little bit, and work on some more technical art aspects this year during the jam.

This year’s turn out at Chico was great with 9 games in total being created, some of them were just 1 man teams. http://globalgamejam.org/2015/jam-sites/chico/games

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