Long-time no blog
Good arftanoon. I
have realised that it has been a while since my last blog and thought I could
give a general update.
Group project = Great fun, very challenging. I’m not going to go into some massive rant
about how some of the team took the piss and were unreliable and probably a
hindrance more than a help, but that is of course the case. Anyways, I made a fly-through. I structured it so each team member has they
own section, and tried to ensure they each make sense and relate to a location
(often using our helicopter for positional reference).
Here’s
our level in youtube form Is
five minutes but has creepy sounds and the like.
I guess I’m glad I learned the recording process (handy for FMP maybe). I actually made it so the level is playable,
and so it also auto-loops the flythrough – Making it suitable for the end of
year show as I’m aware there may be a spare console or two. This involved using Adobe After Effects to compile the images and audio, and Audacity
to actually record the sound. The easy
way around this is to render in game – but this lags and looks shitty.
Loads of shared map-space means more available pixels for detail |
I did the Lockwood test thing the other day, not for a
placement but for the modelling practice.
The test is to make an antique sofa (3,500 tris and 512 maps). I pushed myself and got it done (nicely) in
twenty-four hours. I did a lot of map
sharing and actually used the most basic modelling techniques I learned last
year.
I think I'm getting better at 3D in general - Detail density can be manipulated or should I say used efficiently - What I tend to do is have big bold shapes on the edge, then more detailed crap on the inside. This works well as you see the sillhoutte from a distance , but also want some eye candy when you draw closer.
In a way I am trying to go full circle – the amount of crap I had to make and remake, and repair for the group project was a lot… So now I’m just looking at getting stuff done – nicely, quickly and efficiently.
I think I'm getting better at 3D in general - Detail density can be manipulated or should I say used efficiently - What I tend to do is have big bold shapes on the edge, then more detailed crap on the inside. This works well as you see the sillhoutte from a distance , but also want some eye candy when you draw closer.
I gave the patterned trim (and head-piece) a lot of space so it looks clean even close up |
In a way I am trying to go full circle – the amount of crap I had to make and remake, and repair for the group project was a lot… So now I’m just looking at getting stuff done – nicely, quickly and efficiently.
This week I enrolled to an “Art Camp”. It’s an online course created by an
established concept artist named Noah Bradley.
I’ve been getting into the habit of working sixteen hour days, last year
over the holiday I relaxed too much and hardly did any work. I have been feeding the teachings and
syllabus from this course (£135 for 12 weeks online course) to our
facebook. The course structure is quite
similar to ours but the workload is crazy – Week one “Masters Studies” = 50
tonal studies, 50 colour studies, 3 finished studies. There is a fine line between learning and
rushing, and holes in his teachings – although he supplies a decent two hour
guide/tutorial each week. Noah has
requested the tonal studies be solid and 3 tones – It is impossible to break
down many images that way without detailing/rendering. This workload takes the piss really, but it’s
do-able for me (I have relinquished my life for now) although it is like a
full-time job on top of everything else.
My mess of thumbnails so far - Different compositional elements require different attention/approach |
In the mean time I have been generally trying to soak up as
much art stuffs as I can. I have been
following and liking a lot of stuff on facebook – I have even been watching
random live streams of artists while I work, and a lot of Law and Order
SVU (dual monitors). Theoretically I have been working
through any “breaks” and my real breaks are to bathe, socialise and sleep. I still don’t really like concept art I’m
afraid, but I can appreciate it. From
watching pro artists live I can compare my technique at least and I’m confident
my strokes and artistic eye are pretty good.
Since starting this art camp I can see why lots of my images are “weak” –
I have respect for this Noah Bradley dude (more for his teachings than work)
one thing he pointed out already is that concept art is about a “quick read” –
Where I see stupid over-the-top “studio-esque” lighting & materials,
unimaginative compositions and rim-light everywhere it’s all for the viewer to
get an easy read. To be honest I’m not
too sure this is the way art should be going (I think I had a massive rant about
Avatar in a post somewhere) I think people are dismissive enough already.
Tom,
ReplyDeleteI think your hard work and dedication is going to pay off. It's good to see someone 'get' the whole workload thing, and realise that the majority of 'learning' in art takes place through doing.
I thought the group project was excellent and - aside from the issue of not everyone pulling their weight (they don't realise it's their loss) - you pulled off a great project - witty, entertaining, stylish and delivered in spades.
top job.