Hey there timelapse voyeurs! For the first time in my life I decided to take guts to record myself doing some 3D stuff in a timelapse. I was really scared to be honest, this is some kind of nerd voyeurism, your freaks, but here we are, I got it!
Maybe you could learn something from my mistakes @ 15 fps
I’ll try to push myself into recording more timelapses like this one, if you guys like it. I’ll just need some more practice and time to get used to have a program recording all the crap I do without doing even more crap because of knowing it.
This ornament will be a (small) piece of the fence I’m making, maybe I’ll even record all the process of making this asset, from modeling to bake and then make a video series with them? Who knows!
A good amount of hours condensed in 8 mins, a bit too fast, but I’ll take note on this, anyway, Enjoy!
Another week passes by, and more work has been done! This week was kinda short, since both Guilherme and I had other stuff that had to be done, so the time was more scarce than we thought it would be.
To help on this matter, we decided to spend one entire night into finding a good project management tool online which could be hosted on our server, and we found it! We’ll talk more about our project management on a upcoming post this week (or month).
* Well, actually Gustavo has a test today (he does Computer Science) and I’m taking the boat here (since I’m a bum without collegWAIT WHO SAID THAT) *
Sculpting textures is fun, sculpting tileable textures not so much. Unless you use a software like Zbrush with its amazing 2.5D toolset for making tiles, you probably have already had a bad time trying to figure out the best way to tile something in your work. And that’s all about my last week here at the studio, after a loong time without having to touch tilling pipelines (working with unique texture maps can be addictive) I found myself in a situation that I haven’t seen for a long time: creating a full tileable texture. I’ve almost forgotten how did I used to do that back then, so I’m back to square one, I had to do some tests until find something good enough to not make me mad.
For the past 3 years that I’ve been exploring the world of Entity-Component systems, I still find Unreal Engine’s approach one of the most solid ways of handling input and character controlling, however, it is kinda hard to imagine a game that’s not a FPS or an Action game modeled around it, since it seems that’s what it was built for. Since very often I see the argument that Unreal is not good for games that are not FPS, in this article I’ll walkthrough how to setup an RTS/RPG controller system for Unreal Engine 4.
Puns apart, since I started to make game assets, Mudbox became a primary tool on my workflow. To be honest, I’ve only made a few game models so far, If you look into my portfolio you would see a bunch of high-poly renders that surpass the 5.000.000 poly count barrier, so this is really new for me, and I’m really LOVING it, every day it’s a new lesson, and I feel compelled to share with all of you the knowledge that I acquired, that’s the reason why I have made the earlier article on scanned assets, and I’ll be releasing a game pipeline article on CGMasters in a few days, so I’m really excited to share my adventures on the low poly world with you, and speaking of it, here’s a candle model I’m doing for our game, as my first environment in todo list is a Graveyard, how cool would it be to have some candles melting into the tombstones? That’s what I call mood, damn.
So I just started with a very ugly raw base mesh to work further on Mudbox. Continue reading →
Here at the studio we are always looking into new ways to do things, and as I’m working on some graveyard assets for Arena at the moment, I thought it would be a cool idea if I could just go to a cemetery and scan some statues to use as a base to start my models. Starting everything from scratch is cool, but when you need a huge amount of assets with a huge amount of details, you’ll have to start looking for other ways to provide quality content in time.
So here’s the deal, you can start your organic models either sculpting it in a app like Zbrush, or you can take a scanned model as a starting point of your high poly mesh. The first option is nice if you have enough time and good-fast sculpting skills, though in either case, you’ll need a solid organic modeling background, anyway. (unless you use decimation, CHEATER!)
I ended up deciding to use a bit of each, not least because it’s not everyday that we found a 10-feet goat paw demon statue in a graveyard, unless you live in Norway (hail satan).
As a proof of concept I decided to make a ancient asset using a scanned model from Abby Crawford, a archeologist with amazing scans on Sketchfab.
In this article, we will be going through the steps to create a asset using scanned data, and with some useful tips to suceed on it, so without furter ado, here we go:
It’s 2015. You look around and think: everyone you know, boys, girls, ladies and gentlemen, most of them, if not all, grew up with and have stories with\about games. Some used to play Atari in the old good days (that’s probably your father or uncle), some born in the Minecraft era (that’s probably your little brother or sister), but all of them share the same taste of liking an experience that brings them to a relaxing state, where they can just have fun with a keyboard or joystick and forget the rest.
Games are so magical that people can’t simply just experience them, ideas come and go on their minds all the time: “wow, what if in this game you could…!?”, ” I dreamed about a game where you were a … And had to …!”. That happens to everyone, you can’t avoid it, and that’s maybe what makes everyone love games.
Sometimes you decide you want to code a specific game genre once in your life, and until you develop something like what your mind pictured, you’ll be a slave of your mind. Nothing more will be done until you fulfill your inner gamedev wishes!
That’s the story of me. I always loved Top-down action games. Be it an ARPG like Legend of Zelda series, a brawler like Super Bomberman or a car stealing nirvana like PlayStation 1’s GTA 2, I love’em all. Instigating, I never tried to code one… Until now.