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About this blog

Game Art

Entries in this blog

Imagination

Imagination...   The brain's greatest asset... Whether creating a game engine as Josh has done, programming or creating a game plus artwork in general, imagination is the most basic nature of a human being..   This 3D WIP humanoid concept started out as a 3D sphere and evolved into what it is now at it's present stage... Artistic direction is what we need in a game or piece of art to keep us on track but it is always first from our imagination...   What you see, you can create!

digman

digman

Blender Character Walk Cycle

The animation pipeline continues to established.   This time using Blender's animation tools and the rig I created to make a walk cycle. We needed to start testing some animations in Leadwerks. Rick will test soon and according to his information we can find tune and figure out any problems.   The rig has only the control bones now showing. Next is to create the control shapes and those will hide the control bones.   I am glad the old days of just having paper manuals is history. Manuals

digman

digman

Blender Character Rig

As Dave is texturing, I started to build our first basic character rig from scratch. Soon we can give some animations to Rick to start testing and working on. This rig still has a few problems but all in all works well. The rig can be adjusted to meet varied human type of characters.   I am working on creating this production pipeline, from creating rigs, exporting out of blender and importing the animations (working correctly) into Leadwerks.   The rig in the picture is shown with all the a

digman

digman

Artistic Game Workflows for Phobia

I will write various articles as we progress through the making of Phobia.   Our team Dave, Rick, Rose and myself are like the Leadwerks promo states "turning players into game makers". In the end hopefully some things we learn you can use as well.   As Josh said marketing is considered before one line of code is written so it is with modelling, UV set creation and texture \ normal map workflows.   My first job as I saw it when I joined the Phobia team was to establish a modelling and tex

digman

digman

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