Click here for a link to a video about Flower narrated by
the president and co-founder of ThatGameCompany Kellee Santiago. In the video
Kelle says "We start our ideas with emotion, how we want the player to
feel." is this not how an artist would approach a painting? Flower is like
an interactive watercolor painting, that moves and changes as you paint the
ground with color as you float across its landscapes. The game is freely
available on the playstation Network which relates to what Chris Crawford said
during his Dragon speech "Effectiveness over efficiency." Looking
into the philosophical definitions of art, the game is mimetic, an observation
of nature(traditional), the games aesthetics are clear (Functional), and it has
been widely praised by critics(Institutional). I believe Flower is interactive
art and a good sign that maybe Chris Crawford was wrong in the Creativity: the
missing ingredient chapter on his book On Game Design. What Kelle says towards
the end of the video backs this up "With downloadable games you can have
smaller teams, smaller budgets, which means we can take more creative risks and
now we are seeing all sorts of games that would not have been published with
out the playstation network." This feels me with enthusiasm about the
artistic direction the games industry can go. Sally backs this up further by
saying "Were continuing to try and create games that express emotions and
hopefully push the boundaries of what games can do." Is this not what
artists do with a medium.
Friday, 24 February 2012
Friday, 17 February 2012
Alex Legg – Environment Artist
Alex Legg is an environment artist for Rockwell Collins, he has a degree in
Computer Animation and uses Maya, 3Ds Max, Mudbox,
Unreal Ed and Crazybump. I have
an interest in his work because I
am trying to learn the best techniques in creating low-ploy.
Diffuse, Normal, Specular and Occlusion
maps.
Alex
created this model using a tutorial from Eat3D. The low resolution model 1500
polys and 2000 tris, the distribution of tris on the model are well controlled
and texture maps are well made and effective, I think I could learn a lot from
using the same tutorial.
Here is
an in game image of the model in the Unreal engine. From looking at this model
I can see the benefit of creating looks of separate model assets to create a
room instead of multiple or all assets in one go. By creating multiple objects
I will have more control over creating maps that suit different surfaces and
will being able to gain a higher resolution.
Friday, 10 February 2012
3Ds MAX – Pelt Mapping
Pelt Mapping is a great technique which I have just learnt, I have found that since I have learnt this technique I use it for 80% of the mapping work I do on models. First of all I apply a UVW Unwrap modify to my model in the modify tab. I then select faces and click the Point To Point Seam button, this tool allows me to cut up my model into different sections to be mapped. To do this I can use the Point To Point Seam tool to select edges to separate up sections of polygons. Example below, the seams I have created are marked blue.
After
I have marked out the sections of the model I want to map I select one of the
faces of a section I want to map and select Exp. Face Sel To Seams, this
selects all the faces on the section I want to map. I then click Pelt. Which
brings me up with the Pelt menu.
Faces
before pelt
Faces
after pelt
I
Then select Relax which relaxes the faces and brings the faces into proportion.
Faces
after Relax
Friday, 3 February 2012
3Ds MAX – Extrude Along Spline
This is a useful technique I have learnt which is especially helpful when creating trees models. First of all I create a tall cylinder which will be the trunk of my tree.
By
using this technique many times over on this model, adjusting the options of
the Extrude Polygons Along Spline menu for each extrude to add variety I can
create a basic complex tree model within minutes. Below is the final result after
half an hour.
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