Monday, March 26, 2012

Telescope Main Body WIP

Talked to Raul and he said go ahead and tear it up on the telescope, so here is what i got so far.  Gotta admit I love this model.  Anyways pretty much got the main body of the telescope done. Next the base and the arms and stuff connecting it.




Wednesday, March 14, 2012

Special Guest: Brian Pow, Concept Artist


So, with spring break and a bunch of other events popping up I forgot to post the Special Guest we had on Friday March 9th. Here is the post and I apologize to our guest.


Special Guest Brian Pow

The class was greeted by Mr. Brian Pow, Concept Artist and Art Director for Trench Games, and indie game company who has been recently developing the game Galaxy for Hire. Brian is a former student of mine and an amazing concept artist.

His discussion and demo showed the students how to setup brushes to be more efficient and quick in concepting with Photoshop. He gave them pointers like actually taking pictures of foliage to use as brushes. Having perspective lines ready to use. To paraphrase, he said the job of a concept artist is communication. That concept artist are putting things together more than they are creating.

He went on tot discuss the game team is currently developing, Galaxy for Hire. He showed a lot of variety in the concepts and how not everything you "assemble" gets into the project you are working on. He show the students how to come up with an color palette that the texture artist and designers would be working off of. The students got a chance to ask questions about directions and his process.

In Picture from left to Right: Back Row - Anil, David M. Nick, David R. Richard S, Garrett. Front Row - Brian Pow and Richard W.

I might be a little bias, but Galaxy for Hire looks to be an amazing looking game. I am proud to have taught some of the people working on it and to have had some of the as classmates as well. Good Luck to Trench Games.

Sunday, March 11, 2012

Bed and Bear: WIP

This here is the bed and bear models I am currently working on for XOi's Room.  I just finished baking my normal and AO maps to my low poly and I am VERY pleased at the results.  Definatly the cleanest I've had yet.  I'm getting the workflow down now so I am going to make a push to have most if not all of the room finished by spring breaks end.

For those who wish to know, my process for this set was pretty straight forward.  Base mesh and mid poly in Maya, High poly details in zbrush, final Low poly in Maya, then normal and AO bakes with Xnormal.  For my diffuse and spec I will just use some crafty skills in photoshop with patterns, masking layers, and some material textures I have on my PC.