tag:blogger.com,1999:blog-78367931921230319882024-03-05T08:48:31.562+00:00James Teeple Art and DesignArtwork by,James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.comBlogger55125tag:blogger.com,1999:blog-7836793192123031988.post-81510830996759911172013-05-27T11:03:00.000+01:002013-05-27T11:03:15.932+01:00Leicester PaintingThis project we simple as I was tasked to go out and study Leicester once again.<br /><br />I decided to take a different approach to my normal one, and instead I got out my watercolors and acrylics. Its unbelievable how rusty I felt when I started off, so this is my first study, which is very wonky buy I was more concentrated on gaining a grasp of the paints than anything.<br />
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I used white acrylic to add the water details on top of the sculptures and fountain. It sort of worked though I should imagine had I only used watercolors I would not have got away with that trick!<br />
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<tr><td class="tr-caption" style="text-align: center;">Pencil Study, Lion fountain</td></tr>
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This was my last watercolor study, and this time I used only watercolors. I wanted to try and paint in a process that meant every brush stroke was permanent and I had to mean it.<br /><br />
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<tr><td class="tr-caption" style="text-align: center;">"Graveyard"</td></tr>
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This brief dabble into traditional paints was the first time id done it in years and it felt good. I'm definitely going to be doing more of this, and try to improve my accuracy with a brush, use of colour and line work.James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com1tag:blogger.com,1999:blog-7836793192123031988.post-73087566081180310212013-05-27T10:38:00.001+01:002013-05-27T10:38:40.402+01:00Interior Design - Tavern TaphouseFor this visual design project I was asked to design an interior, more specifically a bar of some kind.<br />As it followed on the footsteps of our group project, thought it was great timing as I could use this project as an opportunity to design and Interior for my Bear Tavern. Which was something I had not done but really wished I could have.<br /><br />I immediately began doing a little bit of research and generated a mood board to start out with.<br />
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I then use my Tavern models size and scale as a guide to building a floor and wall plan for the ground floor where the Taproom would be.<br />I then began sketching up some idea's for the layout of the room. Key features I needed to consider were things like the bar needing enough space, and there needing to be a staircase leading to the upper floors somewhere there.<br />
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I settled a idea and drew a more detailed version to use as a guide when building my interior.<br />
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From this I then generated a whitebox where I used lights inside of 3ds Max to get a feel for the lighting. I also re-used some elements from my tavern assets as it was pointless to redo work I'd already done to the same design. The rest I modeled and unwrapped fresh for texturing.<br />
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<tr><td class="tr-caption" style="text-align: center;">Whitebox</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Final Image</td></tr>
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As you can see there above, is the final renders and presentation shot. Some of the details in the scene were hand painted in, such as the painting over the bar, and the bears skull trophy. The overall interior layout makes sense to me, and If I were to make this an actual environment, I'm sure it would work well.<br />In the end I'm quite pleased with it, and I wouldn't mind going for a drink there... looks cosey ;)<br /><br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-29283632599168640652013-05-27T10:17:00.002+01:002013-05-27T10:17:37.633+01:00Masters Study - Gustave CourbetFor this masters study I was keen to research and discover a old artist that would be new to me and hopefuly by studying their work I could learn something new. <br />
I decided I wanted to look into classical fantasy paintings or self portraiture. Ive always found self portraits interesting because its intriguing to study how the artist chooses how to capture themselves on the canvas.<br />
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Naturally I got online, began sourcing images and collating them in mood boards about each particular artist.<br />
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I discovered Courbet's work when searching for classical self portraiture. I really liked the contrast of light and shadow in his paintings. Something about the held a certain drama and mystery that others I found simply lacked. So I decided to study his work by emulating one of his painting with my own self portrait. <br /><br />At first I was keen on doing the top right painting, but I tried to emulate his pose and found it very un natural. Too much exaggerated twisting of the neck in relationship to his shoulders which I found very uncomfortable. So in the end I settled on the bottom right one, which was an earlier self portrait I believe. <br />Im glad I chose this one because it had even more drama than the first and the pose was slightly more manageable though three times as complex!<br /><br />
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<br />I took a picture of myself and began in digital studying from it and Courbet's work to produce this:<br /><br />
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As you can see I focused on gaining the values first the worked into detail. Lastly adding colour on a colour layer.<br />
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<tr><td class="tr-caption" style="text-align: center;">Final image- A self Portrait in the style of Gustave Courbet </td></tr>
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I was quite pleased with the final Image, though I would have liked to give it more attention. Sadly I was out of time and needed to move on. As far as self portraits go for me, I think this is by far my best. James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com2tag:blogger.com,1999:blog-7836793192123031988.post-84515337259759449852013-05-27T10:00:00.003+01:002013-05-27T11:24:31.695+01:00Personal review of the second yearwhere do I begin?<br />
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I think its fair to say for myself, that I haven't had the year I set out to have. I've learned a lot technically, with 3D and new software... however, during these three terms, I wouldn't say I'm pleased with the amount I've progressed in honing my skills artistically. Partly due to lack time invested in practice, and partly due to lack of motivation. Not willingly mind you.<br />
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Its hard to tell where exactly I am at because I feel like I'm still waiting for the second your to begin, and yet I'm going away soon to be returning on my third year. So what does that mean for me? What do I need to do in order to ensure next year will be the best year for me to learn and progress, to make the most of my university education and the time I'm paying for.<br />
I need to treat this year like it was a bad dream I woke up from and forgot. Just a minor blip on the timeline.<br />
What do I want to get out of my time here at university? I want to take everything I can from it, use the structure to teach myself routine and strict time management. Procure connections that I might otherwise never get. Make friends that I will carry with me into my career and who will prove invaluable allies for artistic guidance and career support. Ultimately I want to use this soon to be rare time, to see who I can push myself to become as fast as I can do it.<br />
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How am I going to up my game and show everyone and myself what I'm really capable of? Those are the easy questions ill be asking myself and answering over the next few weeks. Because I plan to make use of this summer in a way that Ive never done before. Ive always treated holidays as an escape, a time to relax and avoid the drudgery of work. But by doing this I usually lose sight of my enjoyment in art and forget about it...<br />
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That cant happen this summer. If there is one positive thing to carry forth with me from this years experiences, is this. I never want to do it like this again! Somewhere along the line I lost sight of me, and I became something else. Now its time to find the old me back, and that means finding some strict discipline. Shit gets real next year, so really this summer is my last chance to prepare for for it. If I want to prove myself then I am going to have to work harder to ensure that. <br />
That is what I'm excited for, because I feel like up until now I've been stuck in a mental traffic jam, unable to free myself and speed on ahead. My ambition was somehow lost along side my sense of self being. That's what happens if you neglect yourself and you fall prey to worries and stress. <br />
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I don't really know now where it is I want to go, but that's because I'm still pulling the pieces of me back together. Pretty soon ill be back working and ill know where I'm headed. <br />
So for me this year was James performing at 20% I cant wait till next year, a second chance to redeem myself and hopefully secure my future in this industry. If everyone has to have a bad year, a really bad year... well I'm gad I had mine now and not later. Now I can bring it when it matters most and that's a promise I'm making to myself and those who've supported and believed in me along the way! No more Mr "that" guy.<br />
<br />Oh yea, soak in the motivation!!<br />
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<br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-86083281598236765512013-05-27T09:04:00.002+01:002013-05-27T09:04:50.334+01:00Mortal Engines: Low Poly Creation & Baking.Back to Mortal Engines, I wanted to cover the transition progress I made from a high poly digital sculpt to the re modeled low poly version. <br />Again this process was new to me so I knew it might take some time but at least I would learn a lot from it. <br />I Took my 45M poly sculpt of the character and "decimated" it to a 4.5 million poly version so I could bring it into 3ds Max without it exploding! lol<br />
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Luckily that part worked and I was able to start building the low poly topology over the surface of the high poly mesh. The whole time I needed to be very aware of the density of my topology because If I went over budget ( 9k) then I would be in trouble and need to cut out geometry.<br />polygon by polygon eventually I finished the whole mesh and I was quite pleased with the overall density of specific zones and the cleanness of it.<br /><br />Here are some screenshots to show the under 9k model <br /><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCGInM5ArA9Yiltmt4XRnc3grdAxlryB-tRo_16iUlwwKtz18C4g_QjbzkbrnhYhnQhl9Qi2_WXJ4e11lM8oFqpBbwZMh9rriQ55cdFgUEBiNFr_8qOLKfuIEZK7raynvMzYGv_yzIDclF/s1600/2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCGInM5ArA9Yiltmt4XRnc3grdAxlryB-tRo_16iUlwwKtz18C4g_QjbzkbrnhYhnQhl9Qi2_WXJ4e11lM8oFqpBbwZMh9rriQ55cdFgUEBiNFr_8qOLKfuIEZK7raynvMzYGv_yzIDclF/s320/2.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Front</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXZ8ezNVP5DMbGSHCGv5HI2nPP8_IFEceMyH7RLXvzCEluH_prQ7EjOIr6LHaAsHrM5Wl8skf14XJG-dmx6r7gvgGLXCIoOpUIbD65tbmZMGgh6qzH_kJqPct_p8R8nXuJtuXAMsvoxAH5/s1600/6.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="285" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXZ8ezNVP5DMbGSHCGv5HI2nPP8_IFEceMyH7RLXvzCEluH_prQ7EjOIr6LHaAsHrM5Wl8skf14XJG-dmx6r7gvgGLXCIoOpUIbD65tbmZMGgh6qzH_kJqPct_p8R8nXuJtuXAMsvoxAH5/s320/6.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Side</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Back</td></tr>
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So my next step was baking the high poly details onto a the low poly model. This is done with a Normal Map, and all i needed to do was create a cage that covered all the high poly details and the low poly geometry, then the rendered did its thing. What you can see here is a direct comparison of the high poly and the low poly using the normal map It generated. I learned a great deal during this process because it took many repeats to get it as close to perfect as I could<br /><br />
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At this final stage, I needed to paint the texture maps for my character and give him some colour details. unfortunately this stage was not fully completed so what you see here is a WIP of the texture. <br />I used 3D coat to paint directly only the model, sort of like painting a warhammer model.<br />I really hope to finish this as soon as I have time.<br />
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This project was my first proper character project and thanks to all the complex processes involved I learned a great deal and look forward to doing more character art! ;)<br />
<br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-89628227973314095422013-05-27T08:50:00.001+01:002013-05-27T08:50:23.288+01:00Life changing or career building <br />
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I believe this question of "<i>How do we know in advance what skills will be needed in the future, since we can’t know the future?</i>" extends way back the the start of Education. Every tier of the education system currently I'm place today is based and built upon the one below. Even though the step between high school and university is considered a large, its never so big that any person cant handle if the work hard.<br /><br />The problem lies with the education system itself. Every year it goes through reforms and changes that might slowly make things better or worse, mostly depending on luck. But it never evolves into what it should be for the current and coming generations. So what I mean is, pretty much nothing I was offered as teaching in school, prepared me for the path I eventually through my own decisions. Usually kids like me who liked art, were told that they should find an academic subject they can do because they wont find a job in art, or if they try it will be very difficult and not much money. That's a really bad misconception and one teachers shouldn't put across to their students.<br /><br />Imagine if creative arts had as much funding and focus early on in the education system as other subjects like science and math. what kind of first years would we be seeing in interviews on this course if the core fundamentals were passionately taught to budding art students all the way back to when they can first begin to understand it, which is early on...<br /><br /> I watched a brilliant Ted Talk recently when researching this, by Sir Ken Robinson on the subject of the education system and its structure, background, why its here and why we need to get rid of it for something newer and better. he's a brilliant speaker but more importantly he raising some inspiring points. If you haven't seen it then I cant recommend it enough.<br />
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<br />This next one is a slightly broader and lengthier talk, brilliantly paired with some artistic flare. Again worth checking it out, if not for the talk then just for the brilliant drawing. But it is relevant.<br />
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<br />If that was the case and Creative arts were valued and encouraged early on, Game art tutors wouldn't need to worry about covering the fundamentals and could focus on training software knowledge and a level of adaptability that prepares them for the future. Most Importantly I think the courses should be dynamic and always able to change quickly so they stay current.<br /><br /> But with the education system stuck how it is for now, how do game educators train and bring out the best in their art students to prepare for the future of the games industry, when we don't know what the future of that industry will be?<br />Well I know that this course doesn't teach Animation, but the same question applies to those courses, or really any media arts courses.<br />A lot of schools take a very software-heavy approach to their teaching
but with technology changing so fast and hardware/software growing by
leaps and bounds, it can be really hard to teach something current and
expect it to still be relevant 3 or 4 years later. So as we know that you as a art tutor only have 3 years to skill those students, how best use that time? I think learning the software is important, but mastery over shouldn't be the main focus. <br /><br />Enough time should be given early on for the students to develop their fundamentals. As Chris always says, "They are the foundation on which all other skills will stand" That translates into technology, and its proven all too often when I see people I know pick up Zbrush or 3ds max even and they try to model a simple shape, but cant quite get it right. its that basic lacking of understanding that's holding them back and making it so much harder for them. <br /><br />I think that you could give a great traditional artist, who has some technology know how a new creative program to master like Zbrush, and regardless of how little he or she may know about the software, it will take them only a matter of days to get to grips with it. <br />However, if you take someone who has never really practiced their traditional skills and learned their fundamentals, then try to give them the same program. No matter how hard the try, they will never be as competent as the first artist.<br /><br />This Feng Zhu talking about the importance of fundamentals, and he draws a line between two ways of studying.<br /><br />
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James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-58374528641980419862013-05-27T07:59:00.002+01:002013-05-27T07:59:30.149+01:00Lets rethink creativity and Talent.I guess like everyone else, I thought that if someone said you had talent, then it was another way of saying, you are special, you were born to do what it is your doing. Because Talent is god given, and its a sign of direction, of purpose. Most of all, that talent is a rare thing and should not be wasted.<br />So what do you do if everyone is telling you, you've got talent in that subject but you don't like it... must be a tough choice to make whether to listen to them or listen to yourself. <br /><br />So what is Creativity? Lets start with the textbook definition:<br /><span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;"> - <i>the</i></span><i> <span id="hotword" name="hotword">ability</span> <span id="hotword" name="hotword">to</span> <span id="hotword" name="hotword">transcend</span> <span id="hotword" name="hotword">traditional</span> <span id="hotword" name="hotword">ideas,</span> <span id="hotword" name="hotword">rules,</span> <span id="hotword" name="hotword">patterns,</span> <span id="hotword" name="hotword">relationships,</span> <span id="hotword" name="hotword">or</span> <span id="hotword" name="hotword">the</span> <span id="hotword" name="hotword">like,</span> <span id="hotword" name="hotword">and</span> <span id="hotword" name="hotword">to</span> <span id="hotword" name="hotword">create</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">meaningful</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">new</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">ideas,</span> <span id="hotword" name="hotword">forms,</span> <span id="hotword" name="hotword">methods,</span> <span id="hotword" name="hotword">interpretations,</span> <span id="hotword" name="hotword">etc.;</span> <span id="hotword" name="hotword">originality,</span> <span id="hotword" name="hotword">progressiveness,</span> <span id="hotword" name="hotword">or</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">imagination</span></i></span>What exactly is talent? <br /><i><span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;">- a</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">special</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">natural</span> <span id="hotword" name="hotword">ability</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">or</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">aptitude</span></span></i><br />-<i><span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;"> a</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">capacity</span> <span id="hotword" name="hotword">for</span> <span id="hotword" name="hotword">achievement</span> <span id="hotword" name="hotword">or</span> <span id="hotword" name="hotword" style="color: #333333; cursor: default;">success: ability</span></span></i><br />
<i><span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;"></span></span></i><span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;"><br />Right.. that didn't help at all. This is gonna take some deeper thinking. That means videos if I can find them, reading if not.</span></span><br />
<span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;"> </span></span><span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;"><br /></span></span><br />
<span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;">Interesting short documentary on this topic, probably the best I could find and its worth a watch.<br /></span></span><br />
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<span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;"><br />Maybe when assessing what talent is or what creativity is, it would be helpful to ask some of the people we as a society believe have both in abundance.<br /></span></span><br />
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<span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;">"Most" people would say that Steve Jobs wasn't ordinary, that he was gifted with extraordinary creativity and talent to inspire others. But that isn't the case. He was just a very hard working man, who knew how to make the most of the skills he had learned in his time here.<br /><br />This is a great video, will smith is one of my favorite actors and it isn't because of his skill at acting. its who he is outside of film. You'll see.</span></span><br />
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<span id="hotword"><span id="hotword" name="hotword" style="color: #333333; cursor: default;"><br /><br /> What I've learned is that they paint a very different picture on the myth of Talent and creativity, as opposed to it being something you are born with and that will stay with you gifting you for the rest of your life. <br />My parents and friends always told me I was talented, this and that, and sure enough I seemed to do well in art. But It was never handed to me, and I never found it easy to focus, or easy to really set my teeth and plow through the work. <br />Really when I look at the difference between myself and my bother or sisters is that I chose to peruse art, and I chose to invest many hundreds of hours in that craft. It isn't sent to you on the talent train. You may start out with a natural affinity to something, but its raw, its untrained, and therefor useless, unless you invest the hours to build and train that skill so you can use it. <br />The more you work at it, the better you are likely to become, leave talent out of the equation. Its just a perk that helps get the wheels rolling sometimes, but in the end its up to you to turn the engine on and drive into your future.</span></span><br />
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Interesting articles :<br /><br />http://madmikesamerica.com/2010/06/where-do-creativity-and-talent-come-from/<br />
http://www.mikhailklassen.com/2012/10/master-anything-where-does-talent-come-from/James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-4432468822527510102013-05-27T07:17:00.001+01:002013-05-27T07:17:30.574+01:00An introduction to the Game IndustryI guess I've never really thought too hard on, or research into the structure of the current games industry that I'm looking to find a career in.<br /> Me being very open to idea's and possible career changes and feeling in no rush, I just didn't see the importance of it until now. <br />I think what I've learned from this year, is that I need to take hold of the reigns and start directing myself somewhere. This lack of "focus" is likely a bad thing and although I know its never a good thing to narrow your field of view too early, at least if I've scanned out the terrain before hand I can feel safer in what ever decision I make on what direction to follow.<br /><br />So lets take a look at the current skeleton of the games industry by checking out a few of my personal favorite studios and how they structure their creative workforce.<br />
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<tr><td class="tr-caption" style="text-align: center;">Skyrim development team</td></tr>
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"Bethesda Game Studio's", developer for "Bethesda Softworks", is one of my all time favorite game studio's; mostly for the A class portfolio of RPG's that they have thrown at the world of gaming over the years. That's just my personal interest, but if you take one of their most recent titles in the hugely successful Elder scrolls Franchise: "The Elder Scrolls Five: Skyrim", and look at what it took to produce that game compared to games to games 10 years ago, the difference it huge. <br />
Todd Howard, game director for Skyrim, stated that a team of nearly 100 people worked on skyrim, which is 30 more than were recruited to work on Fallout 3 which was another epic title, merely three years prior.<br /><br />Go back even farther to 2002, when Bethesda released "Morrowind" the team that worked on that title numbered a mere 35. Ive played all titles, and neither seems larger or more in depth. They all have brilliant soundtracks, so what are all the new people needed for?<br /><br />
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<tr><td class="tr-caption" style="text-align: center;">Morrowind development Team</td></tr>
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That's a triple increase in team size in just under 10 years. The father back you go you see the same trend, right back to the days when a game could be made single handed by anyone with programing knowledge and a computer. Those days seem far and distant now, as studies have shown that typically a game will take roughly 2 years to build with a large team of people. There are those who beat the trend, like with the Indie game movement that's grown over the past few years. We've seen a shocking number of new small developers spring up spitting out there offerings to the gaming community. Some of them being huge successes like Bastion in 2010, which went on to win awards. It was produced by a team of 7 which is tiny by today's standards however, if you go back another 8 years to the release of The Elderscrolls Two: Arena, they had a development team of of a similar number...<br />
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<tr><td class="tr-caption" style="text-align: center;">Arena Development Team</td></tr>
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<br />I wish I could find a record of exactly "who is employed doing what" in their studio but right now I cant. So its perhaps best If I look at a general guide to the likely roles available in the current games studios when it comes to designing and making a game.<br /><br />There are many different job roles within any given field in the games Industry, <br />Here is an overview of the general fields of work involved in a team like the one that works at Bethesda game studios.<br /><br />Game design<br />Art & animation<br />Programming<br />Audio<br />Quality assurance<br />Production management and Publishing<br />And finally - Organizational management.<br /><br />A couple of those fields may be relevant to me, those being Game Design and Art & animation.<br />From what I've read in research, I don't think the others are relevant to my own personal skill and goals so ill ignore them. <br /><br />Game design is a field that I became interested in years back, before I knew anything about how jobs in the games industry were divided. All I thought was that I had some great Ideas and one day I want to have the ability to turn those idea's for games into a reality. Essentially that's what Game designers do because not only do they decide what a game consists of and how it plays, but they often are responsible for the games idea generation and creating the pitch for publishers.<br />Its also one of the more varied of roles because as a Designer you need to be able to communicate all aspects of the game to the other team member's. In today's industry, larger game titles can require more than one designer for specific area's simply because of the scale of things.<br />An example of this would be spreading out responsibility for level designs between the team.<br />
<br />Some jobs titles this area would likely include are titles like: Lead designer, Game designer, Graphic designer, Script editor, Level editor, Illustrator, Storyboard Artist, GUI designer, Map builder and Script writer.<br /><br />Right now, I'd say I'm looking more closely At the kind of job titles that fall under Art and animation. <br />Artists are obviously responsible for generating all the art that makes up the game world. Whether that be 2D, 3D or conceptual design work leading up to it. Where as the Animators are responsible for giving movement to that work, for example a game character. usually the Artists never have to worry about rigging or animation, so its the animators job to take that character model from the artist and give it a skeleton from which they can animate movements, bringing the character to life.<br /><br />Some of the job Titles that exist within this field are: Art Director, Creative Manager, Lead Artist, Concept Artist, Environment Artist, 3D modeler, Animator, Artist (general) , Technical Artist, and PreVis Artist.<br />Of those titles, the jobs that I would instinctually say that I want to be a concept artist, because to me that used to sound like "I get to draw what I like how I like" But since then ive learned a lot about what it really mean to be a concept artist having sat in on talks from course graduate and concept artist at Codemasters, Mitch Small. Also I've looked into it online but I'm not sure yet where I stand. I think id I'd had a better year like I set out to have this year, I would be more grounded and know where I'm going. <br />This is an interesting talk about Game design, and hits home with a lot of points I feel strongly about.<br /><br />
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If you fancy a shorter summary, then check this out -<br />
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Right now I'd say that I'm looking to enter in as an artist, doing what I can to get a foothold then from there aim to where I think I'd like to be which is Lead Artist, and eventually Art Director. I seem to have a good eye and a good sense for when things look right or wrong in an image or model, especially when looking at other people work, and I believe once Ive trained my skills enough, then ill be in a position to lead the visual style of the team and help other artist out with their work, which is something I enjoy. Still undecided...<br />
<br />http://en.wikipedia.org/wiki/Bastion_%28video_game%29<br />http://www.uesp.net/wiki/Main_Page<br />http://www.creativeskillset.org/games/careers/article_2768_1.aspJames Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-8562791992392244522013-05-27T05:25:00.001+01:002013-05-27T05:25:38.514+01:00Interaction and designAs a kid I never really had much exposure to games consoles or PC growing up. So whenever I compare my experience to others, there usually a sizable gap in my gaming history. <br />
Funnily enough talking about interaction and design within games technology is bringing back some old memories of the few gaming experiences I had growing up in America during the mid to late 1990's. What I remember most were the controllers. I remember my friends dad was into pc gaming, he had a joystick and a couple of games, one of them was mech warrior 2.<br />
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I did a little bit of research to see if I could find what joystick it
was, and I believe it was the 'Quickshot sky commander QS202 joystick PC' At the time this seemed super advanced looking. And actually, Its virtually the only time I've ever used a joystick on a game outside an arcade.</div>
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Mech Warrior 2 was a solid game for starters, at least to me with no gaming experience, and I had never used a joystick before so needless to say, I found it pretty tough, not very intuitive to just pick up and play.The only other games controller I remember using was the NES pistol for "Duck Hunt". <br />
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One of the neighbors kids had a NES (Nintendo Entertainment System) and I got to play on it one day. I remember thinking that gun controller was pretty awesome, and for a kid like me who never used technology but was used to playing with water pistols nearly 24-7, it was very intuitive if just a little clunky. But with really only one function, point and shoot, how can you get it wrong?<br />
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Obviously I cant really compare "Duck Hunt" to "Mech Warrior 2" but whats clear to me is that as a 7 year old kid, I couldn't really get my head around the joystick, but the simpler more intuitive design of the gun made it effortless. So finding some balance between complexity of controls and designing a shape that was user friendly was clearly the way forward. Since then, it seems that joysticks haven't really come back into fashion like they were in the mid 90's. They are usually more of a specialist input device, commonly used in flight simulator games, in arcades, and among the diehard joystick fans. Although there is technically nothing wrong with how they function, it must just be down to how user friendly they are, as to whether they would be adopted by the public. If there was a demand for them, I'm sure joysticks would come back into fashion because there are more applications now than ever before where they could be used, its just a question of do we need then? with games controllers becoming ever more complex and intelligent.<br />
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Instead, the games industry saw the rise of the game pad controllers. For the most part, they started out as small boxy things; a reflection on the amount of inputs needed to play the games at the time with little thought put into the aesthetics of design. Gradually as games became more complex, controllers got bigger and grew more buttons. To the point where some were some grew so big, they look ugly AND impractical to use. <br />
The best example of this would probably be Sega's controllers, they may have got the job done, but they didn't half look ugly!<br />
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The nicest looking one was probably the sega Saturn 2nd generation
controller, but take a look at the Dreamcast! I remember playing one of
those, and one thing I remember above all else, was the shape of it. It was just super alien and looked more like you were holding a spaceship that a hand held controller. It had tones of functionality for its time, but most of that went overlooked I believe, overshadowed by Sony's simpler, more classic and easy to understand design for the Playstation controller.<br />
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In my opinion it has a much more sleek and attractive design. Even though its a technological downgrade from what the Dreamcast controller had to offer, what the PS1 controller did, it did well. The design was so good in fact, that Sony have pretty much left it untouched through the generations of new consoles and hardware. New features have been added and its changed a lot for sure, but if you ignore the innovations going on inside the controller, its overall shape remains the same; including with the new PS4 version recently announced. Though, I do admit by the looks of it this is the largest aesthetic modification that Sony has made yet.<br />
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It may be part of the reason Playstation was so popular over the slightly older Dreamcast and ultimately kicked Sega's machine out of the console war. Good design and simple interaction won out.<br />
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Since I've mention Sony's Playstation I think its fitting to also talk about its competitors Microsoft and Nintendo in the gaming market and what innovations they have brought to the field. <br /><br />For the majority of the time I was a console gamer (since moved on to PC) Xbox was always my favourite. I remember getting my first Xbox console and for me it was the first gaming console i'd actually owned. The design was really cool at the time, but I always remember begging my mum to buy me the green translucent version instead of the default black, but that slight cosmetic difference came at a cost and she was having none of it.<br />
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Even now I look at it and still think its probably one of the coolest looking games consoles ever. I know the look wasn't for everyone, but it sure looked mean. It was clearly designed to be bold and as make a statement being the new kid on the block. I still have my Xbox though they weren't without faults and very accustomed to developing failures in the hardware, mainly the disk drives, as was the case with mine. <br />Funny thing was, Microsoft seemed to have taken some design inspiration from Sega's Dreamcast when they designed the Xbox's controller. Bundled with the original package shipped in 2000, it was Code named "Duke", and it was a beast. <br /><br />
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I remember thinking it was huge. Heaven help and small kids that wanted got a first gen Xbox for christmas! lol <br />
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Microsoft had had also released another version called "controller S" which was the standard controller in Japan. Perhaps the average person in japan had smaller hands so needed a smaller controller? Who knows. Anyway It wasn't long before Microsoft replaced "duke" and began shipping xbox in other territories with the "S" version.<br />
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With the unveil of the xbox 360 in 2005 there were no real major innovations to speak of as far as design goes for both controller and console. They added a home button and turned the xbox on its side, and added two new front bumpers to the controller. However, even though the changes to the controller were subtle, they did make a big difference. IMO the Xbox 360 has one of the best feeling controllers out there. Its design is near perfection in many ways, with a few big shortcomings. like the D pad which I found was still quite slugging and untrustworthy in fighting games. I forgot to mention the option for wireless gaming via batteries or rechargeable battery pack. That was a pretty big innovation and one that has now become standard with games consoles. It let you as a gamer interact with your environment in a totally different way when your finally free of those clumsy cables, liable to be tripped over and ripped out.<br />Skip 5 years down the line and Xbox 360 is now on its way out as goes the lifetime of most consoles. However Microsoft reveals a new motion capture and control technology called Kinect. <br /><br />
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This could be considered a big forward thinking innovation for the way gamers interact with their games. But the idea never really caught me and I found myself with zero interest to invest in this new technology. Partly because the games that came with it were gimmicky and light to say the least, but also because It was quite pricey, not a accessory I wanted to fork out the price of a new Xbox for.<br /><br />
Naturally Nintendo comes next, but before then, this image kinda sums the design strategy for all three up nicely.<br />
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That's right Nintendo are risk takers and sometimes its payed off, others not so much, like recently with the Wii U launch. However Nintendo holds pride of place in my mind for best controller ever. Gamecube launched in 2001 and brought to the field a new compact, attractive design for consoles. It may have been technologically lagging behind the more powerful Xbox and PS2, but that little cube still packed a punch and had some crazy fun titles that came with it. Like Super Smash Bro's Melee and Soul Caliber 2. But best of all was its controller; It just seemed to get it right, that's all I can say.<br />
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Of course I have to mention the Nintendo's Wii. The Wii was released in 2006 and really pioneered motion control with its duel stick controls. It opened the field for games consoles to not only be about gaming, but also be about fitness, involving elderly, and creating a more "family friendly" console that the whole household could theoretically enjoy and use. It changed how people perceived interaction with games consoles and since then its been a massive hit world wide. Sony adopted motion control with Playstation Move in 2009, but it hit it off nearly as successfully as the Wii had. It was strange to see the older generations buying into games consoles again and it was clearly a smart design move by Nintendo.<br /><br />
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Aside from just talking about what the big names out the in the industry have designed themselves, why not look at some community concepts for future games consoles before there actual design was revealed. Some of the are quite well done, and just shows that maybe big companies like, Sony, Microsoft and Nintendo are just playing it safe, making boring looking machines.<br /><br />
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<br /><br />Most of those were ridiculous and not focusing on how the consumer would actually interact with the devices, but some of them were kinda cool. like the round Xbox that is last ps4 concept. Just goes to show that the community can serve as a vast reservoir for ideas and they are very creative. Just look at Microsoft's new next gen console "Xbox One" release. What a dumb name! I cant get over how underwhelming that press reveal was. And its gone down a storm with the gaming community, but not in a good way. This is for many reasons, not only limited to its "pay to share" policy with used games, but because of Microsoft's dishearteningly minimal focus on the actual gaming side of the console. Seriously, I couldn't care less about TV, and essentially that's all the new Xbox one is aimed at IMO. <br />
This angry gamer rant sums it up pretty good I think. (If you have sensitive ears I suggests you don't listen)<br /><br />
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<br />http://www.extremetech.com/computing/76342-you-call-that-a-keyboard-the-alphagrip-ag5<br />
http://en.wikipedia.org/wiki/Xbox_Controller<br />
<br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-66231365852155025762013-05-27T03:15:00.000+01:002013-05-27T03:19:27.138+01:00Documentation - FMP dry runOk so this topic excited me somewhat, because Ive been sitting on some idea's recently that have been burning away at me and desperately needed exploring further. <br />
For this I'm aiming to document one idea I originally have for an entire game, however I will cut it short for a potential FMP project and I'm hoping by the end of my research Ill have a better estimate whether its too ambitious or not.<br />
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<u><b>Story</b></u><br />
<b>Idea</b> - <b>Setting:</b> Short First/ third person hyper realistic role playing experience, set in a universe similar to our own, and knocking at the technological doors of the Iron age. With stone, bronze and leather still being predominantly used.<br />
You are a member of a semi nomadic people, loosely related to a mix of Gaulish and Mayan civilization.<br />
<br />
<b>Encounter:</b> You play as a male character. You awake dazed and covered in building debris. As you stand free of the rubble of that was your hut, you are met with a confused scene of devastation...<br />
In front of you lies a path of semi destruction, but of an unusual nature. Where once wooden huts lined the path the lead to your house, there was now only remnants of what once stood there bar a few smaller buildings.<br />
<br />
The main the dirt path was scarred with great lacerations up to 10 foot in length, splitting the forest floor and raking up low lying roots.<br />
There are no signs of human life either to be seen or heard where once lived well over 50 individuals. No signs of battle, blood or bodies. Just a chaotic mess leading straight down the clearing to the foot of the deep forest.<br />
<br />
The air is quiet, and all that you can hear clearly is the shrill ringing in your ears that tell you, you must have been knocked out by a falling beam and awoke only after the mayhem was over. <br />
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<b>FMP Brief -</b>I will be aiming to complete, one small natural environment, One character, One creature, and two interactive objects within the environment, i.e. A weapon, and either helmet or a shield.<b><br /></b>I will also be aiming to create custom animations for the Character and the creature<b>; </b>Something I have seen one of the current third year achieving in UDK and since discussing it with him<b>, </b>I now believe it possible with sufficient time<b> </b>know-how.<br />
<u><br /></u><b><u>Technical specifications</u></b><b>Technical target: </b>Current / Next Gen<b> </b><b><br />Software used: </b>Zbrush, 3ds Max, Knald...<b><br />Engine: </b>UDK 3 (possibly 4)<br />
<b>Level dimensions: </b>Interactive zone - 80 meter's long by 60 meters wide<b><br /></b>Lower LOD zone + 100 meters to length and width<br />
<b>NPC's: </b>One<b><br />Playable Characters: </b>One<b><br />Interactive objects: </b>Two<b></b><br />
<b>Custom Animations:</b> Yes<br />
<u><br /><b>Player Character - Technical specs</b></u><br />
Tris budget 30,000 tri's<br />
General Texture budget - 2048 x 2048 textures<br />
Animated walk/ fast walk cycle<br />
Animated grabbing motion. (optional)<br />
Animated fight stance. (optional)<br />
<u><b>Character Description</b></u><br />
Middle aged male, long dark hair, injured and covered in dirt/ degree. Medium build, primitive clothing, Interesting characteristics.<br />
<u><b>NPC - Technical specs</b></u><br />
Tri's budget 40,000<br />
General Texture budget - 2048 x 2048 textures<br />
Animated entrance to scene<br />
<u><b>NPC Description</b></u><br />
A four legged animal, large dimentions. Based losely on elements of a Boar, tiger, armadillo, sabre toothed marsupial, giant ground sloth. <br />
<br />
<u><b>Visual Research!</b></u><br />
Character design -<u><b></b></u><br />
<u><b><br /></b></u>
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<u><b>Environment</b></u><br />
<u><b><br /></b></u>Set in a thickly forested region, a small community lived there in houses built from natural materials and some stonework. (small area accessable to player)<br />
(repeatable) Most buildings destroyed, torn terrain, broken tree's and torn up roots. <br />
Particles - Falling leaves, wind moving grass and leaves. <br />
Possibly Fire in a crushed dwelling.<br />
<br />
<u><b>Technical specifications</b></u><br />
100k -120k tri's Max<br />
Modular pieces, Repeatable elements.<br />
4 x 2048 unique texture sheet (groups - Diffuse, normal, specular, etc)<br />
5x 1024 unique texture sheet including alpha's<br />
4 x 512 texture sheets (lODs)<br />
<u><b>Visual Research</b></u><br />
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Lots of rough guesstimates and plenty more thinking to do. I have probably MASSIVELY over estimated how much I can do but better to aim high and scale down to a realistic goal, than to aim too low and underwhelm.<br />
Ill leave it there for now...<br />
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<br />
http://mayans-explorers.com/photo-gallery-mayan-jungle-ecoadventure/<br />
http://dinosaurs.about.com/od/otherprehistoriclife/tp/10-Giant-Mammals-That-Succeeded-The-Dinosaurs.htm<br />
http://makeitbigingames.com/2007/09/how-to-pitch-your-game/<br />
http://ferrebeekeeper.wordpress.com/2012/02/09/saber-toothed-marsupials/James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-90539200618789389112013-05-23T21:44:00.001+01:002013-05-23T21:44:35.286+01:00Mortal Engines: Zbrush ModelingRight, here comes the fun part. <br />I knew I wanted to try my hand at Zbrush because It was supposed to emulate natural sculpting pretty well and Ive seen people do some crazy things with it. Even though I had practically Zero experience with it, besides sculpting a few spheres into quirky heads, I sorta jumped in the deep end so to speak.<br /><br />I opted for creating the base mesh in Zbrush using Z spheres, and then exporting it into max to clean up a little. So that's what I did and after a little while when I brought it back into Zbrush to work on, this is what emerged. A basic anatomical armature of roughly my proportions.<br />
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<tr><td class="tr-caption" style="text-align: center;">Sadly this file was corrupted and I had to revert back to a earlier less detailed save.</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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<br />I would have stopped at the stage above, but since I had to<br />redo a lot of the anatomy, I ended up going a bit mental and <br />sculpting green hulk man... *shudders*<br /><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img border="0" height="190" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZmsS4EV9z6YHuLcoDn-qmAyy3G40mOm-JERsiXJb3nU0LvV95UEPefIP2krWkRvtTVLQS_me9Yr7jV4aIz7YLlyx-niaHWIsjDkdsPPHDg_VqV25arxyH8Xhpza_YLitFIwra5_2-9B8r/s400/muscle+memory+5.jpg" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Still, this was fun to do</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Early armour progress</td></tr>
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I ended up just working with the overly muscular base mesh and began sculpting the <br />armour in loosely as you can see here. I played around with variations on the design but ended<br />opting for something that resembled my concept more closely.<br /><br />
So multiple crashed, hours of lost work and 1 week later, here you can see I've just about finished the high poly model. I would have refined it more but I was already behind time and the hard surfaces of the armour took me too bloody long... <br /><br />
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<tr><td class="tr-caption" style="text-align: center;">Visor down - turn around.</td></tr>
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I was happy with the costume over all, I was only annoyed it was a little blobby in places and I had no more time to fix that. The density you see there is something like 40million poly's<br /><br />
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Close ups on some of the details I added. The hands were quite tricky and took a lot of trial and error to get something that worked. But the amount I learned during this process was what hit me most, <br />I definitely feel like once I had a firmer grip on the UI and knew how to use a few tools, <br />Zbrush and I got along just fine.<br /><br />Here is where I focused a fair but of time trying to accurately represent my head and face likeness. I redid this stage perhaps too much, and I'm still not very happy with it, but it did the job well enough. <br /><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiw5yE7UzgVQ3Sz2jb4djmirNEFLbKoL94gaQTaJoiQwyfc_LyjYN-AeSWQqkrB-UG8ZDT3WhXz77DQdJB1rVJNUYa14a_ziabT3RgZ1eu1Kiwuv0bappRHmbewDt4xe3DzuVuVeKS8JstI/s1600/841058_338364129605906_1209879413_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiw5yE7UzgVQ3Sz2jb4djmirNEFLbKoL94gaQTaJoiQwyfc_LyjYN-AeSWQqkrB-UG8ZDT3WhXz77DQdJB1rVJNUYa14a_ziabT3RgZ1eu1Kiwuv0bappRHmbewDt4xe3DzuVuVeKS8JstI/s320/841058_338364129605906_1209879413_o.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Self Portrait - I neglected hair because it would be covered up and <br />I was out of time.</td></tr>
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So I "finished" the sculpt, and began looking at ways I could use Zbrush further to generate textures. Here you can see a quick test where I painted a photo of myself onto the head of my sculpture. I was reassured when I did this because I ended up looking quite a close likeness.<br /><br />
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<br /><br />The one bad thing about this stage, was how long it took me. I spent nearly a week learning and sculpting this dude, and because of that, I fell pretty far behind the schedule to getting the whole thing finished on time.<br />
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<br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-16016500736071227502013-05-23T21:14:00.000+01:002013-05-23T21:14:07.870+01:00Mortal Engines - Creative Self Portrait: Research & ConceptingFor this project my task was to use myself as reference in creating an interesting 3D character based around 'Mortal Engines' by Philip Reeve. <br />
I had a read of the book, and found it interesting but couldn't decide on any particular character mentioned. <br />
I had a feeling I would like to attempt creating a character that involved armour, perhaps a Guard or form of police. One because I love the design of plate armours, but also because I had not seen it done before by anyone on the course so far, and I fancied being a bit different. Little did I know what a challenge I was walking into...<br />
I began collecting images of a slightly medieval/ steam punk nature and generated some mood boards. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxm7U5gjVtzIdqdiZDp-QedzMSzzmksSOd30hqWPjpqVWlxxkZgqISoAuF9l2L2NHODNjOH8_j-TSOctHx_TMFZlyZ9bUyeZW4wk-aXpRODYBVjBMAzj3KUE8v_uloz-KWroE62I7BwmqA/s1600/Mood+boards.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxm7U5gjVtzIdqdiZDp-QedzMSzzmksSOd30hqWPjpqVWlxxkZgqISoAuF9l2L2NHODNjOH8_j-TSOctHx_TMFZlyZ9bUyeZW4wk-aXpRODYBVjBMAzj3KUE8v_uloz-KWroE62I7BwmqA/s320/Mood+boards.jpg" width="320" /></a></div>
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Once I had made these mood boards, I began collecting an extensive reference library of images that related and began to do some rough concepts.</div>
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<img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgefF7Ci_MN3cJ1iqlvMOq5wOcskX9W41Lkwc7O7PaBxRZdKhoMnbK6UWWziV7JBzjZVYmWy7Zo1mDFaPUv3_R9HHQBzYrFSp7EqMzS8imzKaQi33VOlYNeNZryS_t8Y1A_XboAK3Mcnf3/s320/gaurd.jpg" width="211" /></div>
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<tr><td class="tr-caption" style="text-align: center;">I settled on the Idea of a guard for one of the richer tiers in the moving city</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Some more steam punk/ medieval idea's</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5XbeI9Hp8y8CQAWlOsRRniYuag8dZpyNlVZR2IMsER0IJ8UTo0vLLnRwDfq5b08ymsA_a3wdkCv4yma5aooCwx2dEoEFi96CKyzZ1f7anNoFUGOzhcPjuOSwZflsVOK687LmIlSk16u31/s1600/final+concept4.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5XbeI9Hp8y8CQAWlOsRRniYuag8dZpyNlVZR2IMsER0IJ8UTo0vLLnRwDfq5b08ymsA_a3wdkCv4yma5aooCwx2dEoEFi96CKyzZ1f7anNoFUGOzhcPjuOSwZflsVOK687LmIlSk16u31/s320/final+concept4.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">More finalized character concept </td></tr>
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So my dude ended up looking relatively Guard-ish... By the time I got to this stage I was eager to move on to modeling. I knew that when I moved onto modeling, I may need to change things and concept dynamically in 3D anyway. <br />
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<br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-59719922799071144852013-05-21T23:43:00.000+01:002013-05-22T00:02:49.511+01:00Artist spotlight - Glenn RaneArtist Study time!<br />
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I feel like talking about an artist who helped inspire me to want to actually design artwork for games instead of just play them. This was years ago, back in the dark days when I dabbled in Warcraft... World of Warcraft. But hey, they is no denying its a great game to those who want what it can provide, and Its been thee, if not one of the most successful MMORPG's in history as far as I know, I don't really feel it needs research. Oh wait, there was that other MMO that came out a good few ears before. Ever quest I believe... <br />
Moving swiftly on, I didn't want to talk about the game itself. <br />
The artist I want to talk about is a guy called Glenn Rane, A.K.A Raneman. <br />
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Glenn is a professional artist/illustrator who has worked in the video
games industry for over a decande. As an artist for Blizzard, Glenn has
predominantly created concept art and illustrations for World of
Warcraft, but he has also worked on blizzards other franchisees
belonging to Starcraft and Diablo. Anyway I wanted to show some of his
stuff and explain a little why I like it and how it excited me about art
so lets jump in. <br />
Here are favourite few images Ive borrowed off the <a href="http://www.sonsofthestorm.com/gallery.php?artist=raneman" target="_blank">Sons of the Storm</a> website where Glenn's online portfolio is hosted, hopefully he wont mind. So check them out but I encourage you to go check all of his work out there or his <a href="http://arsenal21.deviantart.com/" target="_blank">deviantART</a>.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiG2twrDoNX90nGn01KlF123h4y_mCIx1FKWyNdMPNpmjof0SRoi0L4ZjYiXVzgX54BvQlqae4q_8ojwacp3hHTf2Uwfyy7kYbSkyOGBlGDJtAFWtYHJZ1wE9KoaimdCkNhwvmNz-vQUibI/s1600/WarCraft_Raneman088c.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiG2twrDoNX90nGn01KlF123h4y_mCIx1FKWyNdMPNpmjof0SRoi0L4ZjYiXVzgX54BvQlqae4q_8ojwacp3hHTf2Uwfyy7kYbSkyOGBlGDJtAFWtYHJZ1wE9KoaimdCkNhwvmNz-vQUibI/s320/WarCraft_Raneman088c.jpg" width="256" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I love the ice blue and lava orange in this, it contrasts so well.</td></tr>
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I guess the main thing that really jumps out of me with his artwork,
isn't just his unique style of line work and his use of visual
composition. The thing I like most is probably his use of colour within
his paintings. They jump out and its hard to not find it appealing. Ice
blue, blazing orange, lime green...</div>
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Whatever it is, he makes them sell
the image so well. Especially when I was younger and I found his stuff,
it really stood out too me and inspired me about game art. Not just because I was a fan of the Blizzard
look either, but because they just have a real presence to them that I
couldn't get enough of! full of action and magic.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJHiMysmBvm5AJ2ZGqslf2FgCPM6KxNvcRW-cnwWtAA6XBuk4XbWSmHBdms1obe-FoLg4F5hrWykRnA4U3Tcct5KwFbqOyVXj8nl4zuLBZBwwxWvTJxOfjIE-BmKlWdDHOxDC8LZJHVixv/s1600/WarCraft_Raneman091c.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJHiMysmBvm5AJ2ZGqslf2FgCPM6KxNvcRW-cnwWtAA6XBuk4XbWSmHBdms1obe-FoLg4F5hrWykRnA4U3Tcct5KwFbqOyVXj8nl4zuLBZBwwxWvTJxOfjIE-BmKlWdDHOxDC8LZJHVixv/s320/WarCraft_Raneman091c.jpg" width="210" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sweet composition</td></tr>
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This last one here called "Worgen vs. Goblins" is one I particularly found awesome. The composition of his characters means my eyes are helplessly lead from face to face. The calm colours and peaceful setting combined with the fight just shout "ambush". I love the way Glenn has shown movement with dynamic action going on; It means I can look at it and get the feeling the action is merely paused, so if I look away it might spring back into a brutal fight. <br />
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Wicked piece of work, and setting a standard for clean character art that I hope and aspire to achieve in my own style one day. And although his work is very stylized in that it screams Blizzard... I do still find it inspiring. especially some of his concept art which I find easier to relate to in terms of learning from. Its a little loser/ less busy so I like that.<br />
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Anyway thanks for reading,<br />
take care.<br />
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<br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-83968856825148940562013-05-21T18:13:00.001+01:002013-05-21T18:13:24.164+01:00Life Drawing: Pancil Studies<br />
Studio life drawing - <br /><br />I thought i'd show some examples of the life drawing ive done this year.<br />
These being some of the longer drawings in our sessions, ranging from 5 - 20 mins<br />
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The last drawing here is one of my favourites. Ive noticed that my procedure of drawing the model follows a trend, where I start by drawing the face (usually in greater detail) then move onto the rest of the figure but focusing on the silhouete in line form. I would add shading as a last step usually, and this is normally the stage I run out of time doing. So i'd like to try and work into the figure with tones and shading much earlier on, and spend less time on the line work, hopefully that will help me achieve a more realistic piece in the shorter time.James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-90218934093979281432013-05-21T17:11:00.000+01:002013-05-21T17:14:22.039+01:00Life Drawing: Fast Dynamic<div class="separator" style="clear: both; text-align: left;">
Life Drawing -<br /><br />On one of my last life drawing sessions, we mixed things up a little bit with some very speedy studies, ranging from under 10 seconds to 30 seconds. At first I found this difficult, but as I adjusted to the speed, I began to feel the benifit and really enjoyed them. </div>
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I found it losened up my mind and helped me just see the form and quickly record it on the page. I only hope we do more of this next time. <br />
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<span id="goog_1338685939"></span><span id="goog_1338685940"></span><br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-34074337045476926502013-05-21T17:09:00.001+01:002013-05-21T17:09:55.570+01:00Book Character project - Kvothe For my "re imagining a book character" uni project, I chose to work from my two
favourite books to date, The King Killer Chronicles series by Patrick Roth fuss.<br />
The
Character's name is Kvothe and the books follow the epic story of his
life, from boy to man, told through many different perspectives. They
are incredible so I highly recommend them! can't wait for part 3.<br />
To begin with I did the usual idea generating because to put a face to Kvothe I found was very challenging. Because although I imagined him so clearly in my head while i read the books, It was never easy to focus on that image enough to draw straight from it. So I began researching, casting for the face of Kvothe or characteristics I could use to bring clarity to his face.<br />
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At first I was unsure at what I wanted to set my painting in the books time line. So initially I played around with painting Kvothe as a young street urchin from the first book; 'The Name of the wind'<br />
I made a mood board to explore this idea.<br />
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However, it just didnt click with me and I decided that I would go forward in time a little to a point where, to me, Kvothe really began to come into his own as a young man. At the stage in the second book, 'The Wise Mans Fear', where Kvothe has settled somewhat at the university, lots of interesting action happens and Kvothe begins to gather some fame as stories evolve around him. I decided I would pick a scene from that time.<br />
I made another mood board, again focusing on his face because that was the main thing that eluded me when I visualized him, I knew the bare bones of what he looked like, just not the finer details that sets everyone apart from one another.<br />
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Anyway, I wont talk about all the research or prep sketches. It amounted to me deciding to paint Kvothe playing his lute on the rooftops of Anker's as he so often did.<br />
I was working to a strict deadline so It isn't as polished as I'd like, but its all I could fit in with the time I had, about 11 hours. Which for me wasnt too bad considering I'm very out of practice with digital painting and still consider myself to be very new to it. Here is a process compilation.<br />
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I consider this an original painting, done from how I imagined Kvothe to look in the
second book, soon after rescuing Fela from the fire in the fishery and
having been rewarded by her with a lovely green cloak. It took a fair
few evenings to get right, especially trying to find lighting I liked.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3_TCFN53-xkm52iezOfDIU8-Ik0k6pWYOFjqQtLIsKdsiyg2vwfd9HR49r9bdwT_HxN8JqZJOymer3hphCGSGbkNpA7y0DHDJkyL2AkaI9zA2MNUM1Zn_G_O0-idFaSOi_ljfDRcv7Zwf/s1600/kvothe_the_bard___rooftops_over_anker_s_by_dream_of_this-d5xlhta.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3_TCFN53-xkm52iezOfDIU8-Ik0k6pWYOFjqQtLIsKdsiyg2vwfd9HR49r9bdwT_HxN8JqZJOymer3hphCGSGbkNpA7y0DHDJkyL2AkaI9zA2MNUM1Zn_G_O0-idFaSOi_ljfDRcv7Zwf/s400/kvothe_the_bard___rooftops_over_anker_s_by_dream_of_this-d5xlhta.jpg" width="290" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Final Image</td></tr>
</tbody></table>
I encountered some difficulties when it came to painting the lighting for the scene. I found it difficult to find reference that would help me and in the end I just went with my instinct, which doesn't mean its right... I knew that moonlight desaturated colors and the main struggle was to have moonlight but still show his key characteristic flaming red hair. I ended up losing some realism and instead opted for a more fantasy feel to the lighting. Overall I'm happy with it. :)<br />
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This was easy for me to imagine doing as I
have so many amazing scenes in my head that I'd love to paint, from
reading the two books. So hopefully I will get around to doing more! I
especially want to imagine Denna though a painting some time soon.James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-83558454493924121252013-05-15T23:57:00.000+01:002013-05-23T00:06:47.799+01:00Sound for gamesBefore you read anything, I advise playing this kick ass soundtrack from of my all time favorite golden oldies, The Hobbit video game.<br />
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<br />It true what a lot of people say that sound in games has been shifting more and more towards immersion and realism, rather than the Goldie oldies when it was just a unique catchy tune you may not have really payed too much attention to, but you would instantly recognize and identify that game with. These days, video gamers are learning to expect great things from the sounds of games, as more and more people tune in and appreciate the music on its own, as well as enjoying the gameplay.<br />
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<i>"In games we predominantly use three of the five senses; sight, hearing
and touch. All three are integrated into the game to help immerse you
within the experience. We all take the sounds in games for granted but
if you think about them they complete the game." </i> Matt Waite <br />
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Personally I totally agree with this, as I find it incredibly difficult to even play a game with the volume turned off, let alone enjoy it. If you think about how in recent years, there has been a obvious cry of nostalgia for old soundtracks to games, that originally didn't ship with distributing the soundtrack separately. It may just be me, but It seems more and more these days, old revived soundtracks are being dug up and people are paying money for them! <br />
<br />Most recently I noticed Blizzard Entertainment posted on their Diablo III website they have launched a anniversary album of the first Diablo soundtrack which launched back in 1996. So if you are a die hard fan, and blue blood Blizzard supporter, you can buy the 17 track album for only $11.99... or just listen to it here :D<br />
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Now most people would agree that Diablo has a very unique and great soundtrack, but its been nearly two decades since it was released and the amount of digital soundtrack copies floating around makes it quite insulting to actual Diablo fans, so I read anyhow.<br />
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I have to I have always appreciated the sounds in the games I've played. For me its always been a massive element of what sells the experience, so much so that I've invested a lot of money in high end speakers and a headset to really take full advantage of that immersion. However, I don't consider myself as extreme an audiophile as the "game elite". This class usually applies to first person shooters, where gamers actually seek tactical advantage based on the quality of their sound. The ability to hear a persons footstep behind you or the exact direction and distance of gunfire can mean the difference between a win or a loss. Check this video out, I think its a little extreme but its talking about taking sound to another level entirely. Its called <a href="http://www.youtube.com/watch?v=g55mCxn8tt0&feature=player_embedded">MyEars</a><br />
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I have played games in the past where the music was mediocre and sound effects bad, and it does really impact my ability to enjoy the experience. No matter how well the rest of the game is. Though I do remember back in the Xbox original days, my friends and I used to play our own music over the sounds of the game. Something that I think is quite rare these days...<br />
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Most games developers these days seem to invest quite a bit in the music for their games, and its become the norm to ship a game with the either a bundled copy of the soundtrack behind the game, or at least the option to purchase it for yourself, no waiting around. <br />
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Games like The Elder scrolls five: Skyrim had such big boots to fill, following on from its two incredibly successful predecessors, that the developers, Bethesda Softworks, really had to go all out to make sure the musics and sounds in the game lived up to hype and expectations. So writing and recording<span class="st"> a fully orchestrated, original score</span>? No problem, just hire Jeremy Soule again; award winning composer who worked on the previous two games. <br />
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Hey! they even went one further to one up the previous two titles, and out stage other competing titles, by inventing a written and spoken language from the ground up, and then incorporating it into their songs. I have nothing but respect for Bethesda... no fanboy or nuthin.. *cough* <br />
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But seriously, sound is so powerful in games these days, especially when you look at the horror genre. One game in particular that really stands out to me and, if I'm being honest made me shit bricks; was Amnesia: The Dark Decent. Personally horror doesn't do it for me, so I don't usually play games like this or watch films in that genre.<br />
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However, I heard a fair bit about this game and decided to take a bite out of it. I left feeling like it had taken a bite out of me.. the sound was so effective on surround sound and played in the dark, the teeth chattering insanity element was really got to my senses. <br />
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So for me there are some clear winners in the massive list of games I've played that earned a place in the sonic soundtracks on my own game history. I could link more but that might be overkill. Enjoy!<br />
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http://matwaite.typepad.com/blog/2011/03/use-of-sound-in-video-games.html<br />
http://howtofraglikeapro.blogspot.co.uk/2013/01/why-is-sound-quality-so-important-to.htmlJames Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-59127999969453900482013-05-09T03:02:00.000+01:002013-05-22T03:02:42.971+01:00Group Work 3So here is a screenshot of the final line up of my assets that
made it into the level. Some were specifically designed to be
featured in the tavern, like the Longbows for example, however many
are designed to be not just used in the tavern courtyard but, spread
throughout the level.<br />
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Normal/ spec maps not applied here: Smallest to
tallest, its been challenging and fun, plus Ive learned a lot.</div>
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My main approach when it came to asset design, was first and
foremost, research research research. I believe that is one of our
main strengths as a group, that we have based our level and assets
off of historical references and documents. We really pushed the idea
of this being a Historical recreation, So that meant too much
creative license was a bad thing in our eyes...except for when it
came to things like the Bear tavern, which had only vague
descriptions and no obvious depictions, things like that required
smart concepting from the ground up.
<br />
<br />
I will leave individual renders for my design doc as there would
be too many to be practical right now. Overall I'm quite pleased with
them and its been exciting seeing each new object find a home in our
Southwarke remade.<br />
I will note that its not been an easy ride, and there have been
many highs and lows, and many many late nights. But as a team we made
it in the end and I at least am still alive, that's what counts! Plus
everyone's work looks great and meshes really well together so I'm
very pleased.<br />
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Normal/ spec maps not applied here: Smallest to
tallest, its been challenging and fun, plus Ive learned a lot.</div>
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Here are some renders in 3ds max where I was attempting to
simulate the lighting we have in our level, but I was also
experimenting with idea's for my own personal presentation. I also
wanted to show the most recent assets I created. Those being the Oil
lamp, complete with particle Flame and the wooden tankard. Plus a
poster I made advertising the Bear tavern and its in house
musician for the night...<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-kT7xnEnDjCvgvu3tPzXSHlWqVA9BbNFfmmGp7ZgdFTXMtd2ES8ltgoAr-Kkc4K1OyVYKmI-NZ_AfETf-BhLcRbC9MSGZuvvmTEpjoAZwH32apTs5c_ubdrX4_1bJFqrCbcYTOyVGjcPe/s1600/poster.jpg"><img align="BOTTOM" border="0" height="223" name="graphics2" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-kT7xnEnDjCvgvu3tPzXSHlWqVA9BbNFfmmGp7ZgdFTXMtd2ES8ltgoAr-Kkc4K1OyVYKmI-NZ_AfETf-BhLcRbC9MSGZuvvmTEpjoAZwH32apTs5c_ubdrX4_1bJFqrCbcYTOyVGjcPe/s320/poster.jpg" width="320" /></a></div>
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One of the things I was very keen on since the beginning was to
have immersive audio playing from the tavern to draw the player to it
and add interest because it is our key assets. Liam and I both worked
together gathering appropriate sound files to use in our level. While
I focused on the tavern area, music and animal sounds, Liam gathered
ambient environmental sounds and anything else needed then worked his
magic getting it all synced and working in game. I have to say it was
a real halleluiah moment for us because we knew the sounds would add
that extra level of depth to our level and they have turned out
great!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUMLrt5sI4gvaupv2PUw0wNGFUIIWkVC_zVrCoBaW17lpoZHhbkwEpsrDzEpbbl8Z1gtfRYxFOgwVwN6d78dWNmTnMspl0tETyXuYohBUrj-Dz1TKmCgVe6kAukzOi1HqTZhk-bUTG6unp/s1600/Tavern+screenasd.jpg"><img align="BOTTOM" border="0" height="203" name="graphics3" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUMLrt5sI4gvaupv2PUw0wNGFUIIWkVC_zVrCoBaW17lpoZHhbkwEpsrDzEpbbl8Z1gtfRYxFOgwVwN6d78dWNmTnMspl0tETyXuYohBUrj-Dz1TKmCgVe6kAukzOi1HqTZhk-bUTG6unp/s320/Tavern+screenasd.jpg" width="320" /></a></div>
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Floating lights will have lanterns housing them.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgggf894_pnipo5h70pwwO9j03o_gD2mrk9gvKsVBMR7ceOlsEG5zcxed7Rl8zgLFbK64gITJVmHucxH0uXXBYs-aIjTzGpzflzpQkmMptkUxyyMgnkwISYffyVIRMCnPbgwfwgL5oAk7CA/s1600/Bear+sign.jpg"><img align="BOTTOM" border="0" height="223" name="graphics4" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgggf894_pnipo5h70pwwO9j03o_gD2mrk9gvKsVBMR7ceOlsEG5zcxed7Rl8zgLFbK64gITJVmHucxH0uXXBYs-aIjTzGpzflzpQkmMptkUxyyMgnkwISYffyVIRMCnPbgwfwgL5oAk7CA/s320/Bear+sign.jpg" width="320" /></a></div>
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The bear tavern sign I painted</div>
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In some of my earlier research I used examples of lighting found
in Skyrim and that has definitely influenced my goals for the
lighting in our level, Especially the Tavern, because it needed to
feel warm and welcoming like a public house would. And Skyrim pulled
this off really well, for example:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIOb2UpI283Xwom9pt1BgI9E98y5JFD086L1DdTioz23U4fy-Se5FbJEV74JymU36JHA4cRka3DSshTlDWMxN_NYxLdA3VL5F_PfsjT_HkOhjiXFtysiCaLp6qm_7mN7yS0e7Wfh1iwNMt/s1600/Skryim-Trailer-Analysis-5-Night-Temple.jpg"><img align="BOTTOM" border="0" height="179" name="graphics5" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIOb2UpI283Xwom9pt1BgI9E98y5JFD086L1DdTioz23U4fy-Se5FbJEV74JymU36JHA4cRka3DSshTlDWMxN_NYxLdA3VL5F_PfsjT_HkOhjiXFtysiCaLp6qm_7mN7yS0e7Wfh1iwNMt/s320/Skryim-Trailer-Analysis-5-Night-Temple.jpg" width="320" /></a></div>
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<br />
<br />
This must be a similar time of day to our level and It looks
really nice, the only problem is it is very shadowy and much of the
saturation has left the textures, so in order to showcase our hard
work, we opted for a slightly warmer, brighter night, and used many
artificial light sources like lanters and braziers. Both of which we
found to be historical accurate, with room for some debate of
course...<br />
<br />
<br />
Ill finish up with another two early renders in Max where I was
testing lighting, arranging some of my assets into the courtyard and
making sure all the texture maps worked correctly. I've decided I
love orange glow! 0.0<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5F88yVSRu3hsSSPdprJs_wzAXxQ_65pH3b3eAJs0VPBzGyAFPjpOOOpWldY0wGvI9TDSi7ofJ5Rl8mxAH0iglDJMA-Aqkc1EJlLSPvbChnjVEptWWdU5_5Yyl53VqWhzo9oIKzxPDmiyk/s1600/side+render.jpg"><img align="BOTTOM" border="0" height="223" name="graphics6" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5F88yVSRu3hsSSPdprJs_wzAXxQ_65pH3b3eAJs0VPBzGyAFPjpOOOpWldY0wGvI9TDSi7ofJ5Rl8mxAH0iglDJMA-Aqkc1EJlLSPvbChnjVEptWWdU5_5Yyl53VqWhzo9oIKzxPDmiyk/s320/side+render.jpg" width="320" /></a></div>
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Side view down alley and back entrance.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSlVK03daiuZXXEu-RNvRbamYOtjuFQeGhNg43VGi2YWU_ZxKTfP8eF7KFSbsquAeBUZC1-AGyBrUwBqwvCG0wiHS9V0EISZO9S2u3woEq7oj_NNFieN38xfLiy5zt4yzmO3mPUCd1e0v6/s1600/back.jpg"><img align="BOTTOM" border="0" height="223" name="graphics7" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSlVK03daiuZXXEu-RNvRbamYOtjuFQeGhNg43VGi2YWU_ZxKTfP8eF7KFSbsquAeBUZC1-AGyBrUwBqwvCG0wiHS9V0EISZO9S2u3woEq7oj_NNFieN38xfLiy5zt4yzmO3mPUCd1e0v6/s320/back.jpg" width="320" /></a></div>
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A view from part of the courtyard.</div>
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Peace.<br />
<br />
<br />
<br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-86790542233412151072013-04-28T02:59:00.000+01:002013-05-22T03:00:04.880+01:00Group work 2<h3 class="post-title entry-title" itemprop="name">
Update - Bear Tavern
</h3>
<div class="post-header">
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James -<br />
<br />
Since the last post, there has been a lot of progress made with my
assets, The Bear Tavern in particular. The model was finished and
textured, and loaded into the Cry engine among the first to make it in,
so it was very exciting seeing it in real time along side the other
buildings as the level progressed. I have been making ongoing tweaks and
changes but really the last thing left to do is to get the lod in and
working and fill up the courtyard with my other assets in production,
some of which will be spread throughout the our map.<br />
We have really begun to nail the composition and lighting too a point
where I feel happy we are achieving the mood and atmosphere that we set
out for, but perhaps most importantly I believe we are on the right
track to achieving that realism element which was so fundamental to our
idea. <br />
<br />
So I just like to illustrate the progress that has been made over the
past few weeks on the tavern specifically, along with other aspects of
the level.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFkZXMQm6r67yViHn7zWbAF0cfN2BKjla6H2njlq1yZ65QyphN617xwkWEZFK8VBD6de1jWVspKR0XBTpm25aQbrxSkNsda1qjIOq0Bkg6uF7HySwthFYOKZsFH6VoBKJEh7-eeEKEVj9Z/s1600/textures+2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="161" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFkZXMQm6r67yViHn7zWbAF0cfN2BKjla6H2njlq1yZ65QyphN617xwkWEZFK8VBD6de1jWVspKR0XBTpm25aQbrxSkNsda1qjIOq0Bkg6uF7HySwthFYOKZsFH6VoBKJEh7-eeEKEVj9Z/s320/textures+2.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9sxEon-nUONcUXr5hwaxjW8573Nn2rCUAbgoaqiEP_nxNzA2gqsAug-YMIeeIhjBm-xKeI3P1DW3mQUMqarIy2yAqV3mqyHShQ1laNxi489gQb95fo-grgOf9aAGWvrx85CCKkRavTDpB/s1600/Lighting+Experiment.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9sxEon-nUONcUXr5hwaxjW8573Nn2rCUAbgoaqiEP_nxNzA2gqsAug-YMIeeIhjBm-xKeI3P1DW3mQUMqarIy2yAqV3mqyHShQ1laNxi489gQb95fo-grgOf9aAGWvrx85CCKkRavTDpB/s320/Lighting+Experiment.jpg" width="320" /></a></div>
<br />
- At this point my textures were nearly complete and the main design of the Tavern was constructed.<br />
I wanted to take that opportunity before we were able to import and try
out our models in Cry engine, to experiment with lighting inside of 3ds
Max. Since we conceived our project plans, one of my main idea's as
co-art director was to set the mood and atmosphere of the map with night
lighting. <br />
- Using the moon and artificial light sources like lanterns and fires to
bring it to life and create some really striking and beautiful
atmosphere. Mystery and immersion I felt would be a huge selling point
if we could pull it off.<br />
- Plus it would also add some believability and realism to our scene.
Early on we soon identified that adding any characters would be too much
to undertake, but I felt that would leave us with a ghost town effect
if we followed the other groups directions to make there scene hit the
daylight timezone.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAFFG63iOHPFIbOoTapGJSvC0GB7QBc1y-Lh-oZ4pP8qknUSozz5zD5LSvLRBx34ZxR6xJooyefnkh_xviGuY983OwpivDtedyg122AToIfiUrckmhQrxw_kao1KtirbvTnP-t9uihURbh/s1600/Walkway.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="203" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAFFG63iOHPFIbOoTapGJSvC0GB7QBc1y-Lh-oZ4pP8qknUSozz5zD5LSvLRBx34ZxR6xJooyefnkh_xviGuY983OwpivDtedyg122AToIfiUrckmhQrxw_kao1KtirbvTnP-t9uihURbh/s320/Walkway.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I added staircase
and balcony/ walkway - Used for viewing archery or lingering. should be
interesting to explore and five an added vantage point.</td></tr>
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At this stage the Bear Tavern was In cry engine now, the level was
taking shape thanks to Laim, and we had some lighting to test maps were
working correctly. For a while the night time lighting that I spoke of
earlier was dropped due to it being difficult to achieve, it was
replaced for early morning/ sunrise, and there was some disagreement in
the group as to whether changing to daylight was better or worse.
Ultimately daytime just seemed to conflict with realism having lanterns
everywhere, and empty streets but no natural explanation as to why,
which is the advantage night gave us.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUH9lLiF069NWIrkHtL0Dptt_Iz5wfYw8OzHm8I_ouOmT_nwoWXobxRCrOjLbX7v1JpoYTcKxXDQqZKgA00UZMnDupgoCOV1ygswlKP5mrhSSjwkq7IV04OrUXo_NZGiWnlNYa9WbLCcSB/s1600/ScreenShot0013.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="207" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUH9lLiF069NWIrkHtL0Dptt_Iz5wfYw8OzHm8I_ouOmT_nwoWXobxRCrOjLbX7v1JpoYTcKxXDQqZKgA00UZMnDupgoCOV1ygswlKP5mrhSSjwkq7IV04OrUXo_NZGiWnlNYa9WbLCcSB/s400/ScreenShot0013.jpg" width="400" /></a></div>
<br />
With some technical help from some of the third years, Jimi and I were
able to find a basic night setting that mirrored what I was after
originally. With the positive feedback it received from the rest of the
our group and other peers, it has now been adopted and we are decided on
moonlit night which Liam has been enhancing. I think we are all really
pleased about and it has given us an extra boost of morale for the
finish line! <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIIXnWy6-O8XNkZDqr6Wgyb-SDm2gNUr2rhQWI4iY4HVHKyr4eu7ixRGHYJUWR_qf9ZSdbdwUYfZ-7fpFR8nPj1e884AScJgSjCBnJQvCaX7mTrwjmme9nbZHVMPilu_9va36RPvJKI63o/s1600/ScreenShot0017.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIIXnWy6-O8XNkZDqr6Wgyb-SDm2gNUr2rhQWI4iY4HVHKyr4eu7ixRGHYJUWR_qf9ZSdbdwUYfZ-7fpFR8nPj1e884AScJgSjCBnJQvCaX7mTrwjmme9nbZHVMPilu_9va36RPvJKI63o/s400/ScreenShot0017.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">View from the main street looking directly at the Bear and the Gatehouse</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ9D8qb4fUNBqEyxl-qefaXJOqwRG3bNbOU8m4brLVMDuHdmVfSuPTp_JoO_qThbcxX-NGKVvXc9GQS5-gg1Y6DQe9ycgZqaI6fMQL2fEvSfmQMfvrG0YSXPJ67Eg3Icwla9YxSMEckMuY/s1600/ScreenShot0018.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ9D8qb4fUNBqEyxl-qefaXJOqwRG3bNbOU8m4brLVMDuHdmVfSuPTp_JoO_qThbcxX-NGKVvXc9GQS5-gg1Y6DQe9ycgZqaI6fMQL2fEvSfmQMfvrG0YSXPJ67Eg3Icwla9YxSMEckMuY/s400/ScreenShot0018.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">View looking down into the entrance area of the tavern courtyard.</td></tr>
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We still have some things to figure out but all the last assets from
everyone are being created and added to the scene, including particle
affects and decals. Its all coming together - Not long now!<br />
<br />
Over and out.James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-86430790429004380902013-03-26T19:11:00.000+00:002013-05-22T20:11:43.786+01:00Game Engines<div class="" style="clear: both; text-align: center;">
A game engine doesn't just determine how awesome a game will look, it is merely the canvas which everything else is applied to. A good game engine doesn't create a good game, but it gives developers the tools to construct masterpieces if used correctly.<br /><br /><u>Current game engines </u>- <u>(I've used)<br /><br />Cry engine 3</u> - Technically Cry engine 3 is a next gen engine, It boasts some pretty crazy capability and if you took a look at "Crysis 3" on full graphics, like I did when the beta was released, you would have seen its pretty... well pretty. With the release of "Crysis 3" for PC, Crytek are following their footsteps back in 2007 when they released "Crysis" and inadvertently created a new benchmark for PC systems for many years. From my experience with using this engine, I can say it does feel much more user friendly when compared to UE3. I particularly like the real time lighting controls and the ability to edit everything on the fly. Although it seems pretty untrustworthy and the crashed make me want to pull my eyes out.<br />I'm feeling in a mood for tech demo's today, so lets go for it.</div>
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<br /><u>Unreal Engine 3</u> - I haven't ad a lot of experience using UDK yet, I really only touched it when doing out Blitz building project. It definitely wins one over cry engine with its non requirement to be connected to the internet... <br />I was a huge fan of Unreal 3's first console release "Gears of war" back in 2005. I remember that game feeling groundbreaking, and like nothing else I'd ever played. which was true, not much came before Gears that was quite like it. <br />Looking back at it, its still a gorgeous game. <br />I found a tech demo of Unreal Engine 3 from 2007, it actually surprised me what it could achieve even then! I don't believe Ive seen a single game actually make use of all its features fully. Realy echo'ing that quote above.</div>
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<br />Since then, more games than I care to count have been created using its development kit, and I tried to count them... Anyway, this Demo from back in 2011 just goes to show what the Unreal Engine 3 was and is still capable of. </div>
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<br />Since I've been thinking about what engine I would like to focus my time learning, I wanted to find a quality comparison of just what kinds of differences there are between what cry engine 3 can provide, compared to the and arguably more seasoned and explored Unreal engine 3<br />I found this good comparison video that demo's a an identical level in both engines.<br />It wont show here, so here is a link to it on <a href="https://www.youtube.com/watch?feature=player_embedded&v=NXNvmvaBNiY">youtube</a> for those interested.<br /> <br /><u>Next Gen Game Engines</u> - </div>
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It seem that most class A game studios are upping their game and keeping up with the fast approaching super HD future that will be, gext generation console gaming, and improvements on the already industry leading standards set by PC gaming.<a href="http://www.youtube.com/watch?v=kTmMOPh-3Is"><br /><br />Fox Engine</a> - I never played and of the metal gear games if I'm honest. But from looking at them, I can appreciate their caliber. With this new fox engine, I'm sure they amongst those who lead the way pushing graphical innovations. <br /><br /><a href="https://www.youtube.com/watch?feature=player_embedded&v=xGC3BwktjXs">Unreal Engine 4</a> - Ok, so this engine is made by Epic studios and no wonder... its freaking epic. I love the choice of theme for this tech demo, scream my kind of thing. I cant wait to see what games are made using this beast, and especially what kinds of RPG's will be able to come alive in this game engine. Also, Im really hoping that they will release the UDK 4 soon so us newbies can start paddling in its magical waters... Having said that, The UDK we have now for UE3 is "technically" next gen already. I read on the UDk forums and many agree that current gen consoles simply cannot run a top end UE3 game, because it harnesses displacement, subsurface scattering etc.<br /><a href="https://www.youtube.com/watch?v=HdGxUyGc1tg"><br />Luminous Engine</a> - Square Inix next gen game engine called the Luminous engine, just looks incredible. Its really closing the divide between pre rendered cinematic visuals and in game graphics. I would say its on par with what I've seen so far from Unreal Engine 4, though I have a feeling Ill be playing a lot more games built on UE4. <br /><br />Dream Engine - Created by a Bulgarian company called "Viya", haven't heard much about it but the video below showcases it and it does look stunning.<br /><br />AnvilNEXT - The engine that powers the assassins creed franchise. It was developed by Ubisoft Montreal and now is bringing us a new game announced at E3 2012 "Watchdogs". Looks like we are to see a good showcase of this engines potential. <br /><br /><a href="https://www.youtube.com/watch?v=O8730SR1POk">Frostbite 2</a> - Developed by DICE, the folks who brought us Battlefield 3 etc. Looks cool, though I can seem to find too much on it that interests me.<br /><br />I only wish more developers would release there engine development kits for free non commercial use, like Epics games did and Crytek. However, im sure each engine is as different from eachother as Cry Engine 3 is from Unreal Engine 3, which might be a bit too much for us to handle. I for one strougle to find enough resources out there to tackle Cry Engine, mostly because its still quite new<br /><br />Next gen Game engines compilation video<br />
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<br />Sweet Unreal Engine 4 tech demo comparison for PS4 vs PC</div>
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http://forums.epicgames.com/forum.php?s=48c0e2dd6ec298ec2e587d4b116977fa<br />http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games<br />
<br />James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-54921847857394330042013-03-15T14:54:00.000+00:002013-05-22T15:56:23.086+01:00Level Design"Every decision in a level’s design is a conscious act by the level designer.<br />
Levels aren’t made by placing walls; levels are made by planning.
Once a level developer is accustomed to the tool-set at hand, and the
underlying game engine, emphasis shifts from placing walls to placing rooms, and from placing enemies to designing encounters."<br />
<br />
Level design encompasses a lot of different
elements, such as lighting and layout etc, but as most games involve (you) the player interacting with levels in one way or another, it really just means planning how that experience works. At its simplest, it involves specific decisions by the level designer which impact the playable environment for the player. Usually it this process begins very early on in the games development pipeline, even before final level/ environment concepts are drawn up. The designer will first sketch some some idea's for the level to use for block out;Usually a top down view.<br />
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Next an untextured 3D level block will be laid out that can be explored early on so the level designer can identify what works and what doesn't, and get a sense of
scale and flow of the level. This is known as white boxing, yellow boxing etc. The level designer will usually use simple 3D primitives to do this and so it is a very dynamic stage in the design process; because of how fast changes can be made. It really is one of the most important stages in the planning process of any game. <br />
<br />
The goal behind this is that it helps inform the developers how the player can traverse the game space. As anyone who has played a game with flat non interesting level designs will know, this is kinda important to get right!<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkKJ8iY1Aj3DkckSMAmCJFtPkBiY4oNeCALKvExGVTjpOhFTP0laMqZbrPXAWM4rkgBmLoh3G8h0hN2QJaqqbQWoBA_LXlVIpcnJn9Mj9m_Pzm32PQ87ruhMNk8MAlTupoZs8DClOBb1AB/s1600/5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkKJ8iY1Aj3DkckSMAmCJFtPkBiY4oNeCALKvExGVTjpOhFTP0laMqZbrPXAWM4rkgBmLoh3G8h0hN2QJaqqbQWoBA_LXlVIpcnJn9Mj9m_Pzm32PQ87ruhMNk8MAlTupoZs8DClOBb1AB/s320/5.png" width="320" /></a><br />
Through work on our off the map project, I have become familiar with how important the white box stage is when designing a level. As a team we all contributed to this stage and made sure it was spot on before we began finalizing models moving on with the design pipeline. <br />
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I found a good video tutorial that discusses level design to a strict timeline day by day, check it out - <br />
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Most separate game franchises are widely different in how their game actually performs, how the AI interact with the player, and their philosophy in general. This is usually why its unlikely you have ever played more than one title that uses the same level design philosophy. Take The elder scrolls 5 <a href="http://www.elderscrolls.com/skyrim">Skyrim</a> and <a href="http://www.preparetodie.com/">Darksouls</a> for example; Both games have deeply rich and immersive RPG elements, but neither plays even remotely the same. With skyrim there are no boundaries to the player, meaning they can go literally anywhere they can see.<br />
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Where as, with <a href="http://www.preparetodie.com/">Darksouls</a>, its level designs are more enclosed, and they more or less guide you specifically to a set destination. Perhaps that wasn't the best example but its highlights what I mean. <br />
Even if you take two slightly newer games, such as <a href="http://www.bioshockinfinite.com/?RET=&ag=true">Bio-shock infinite</a>, and <a href="http://www.dishonored.com/">Dishonored</a>; games I felt had a very similar look and feel, other that the obvious contrast in color scheme. They may have a very similar look and feel to their UI and art style, but the philosophy used in their respective level design with differ hugely.<br />
This want of individuality in design across titles is often very intrinsic to their success. Nobody likes a copycat!<br />
<br />
http://www.hobbygamedev.com/articles/vol5/level-design-concepts/<br />
http://www.agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/<br />
http://www.youtube.com/watch?v=pj8cbC2YnwUJames Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-48469586724285733782013-03-14T01:58:00.000+00:002013-05-22T02:58:26.916+01:00Group work 1<br />
This is a post to
document my progress through our group (Triumphant Goat's) project, recreating the Southwarke area of London per-great fire 1666, using Cry engine 3. Most importantly here I want to
highlight the development of one of our feature assets, 'The Bear'
Tavern which I am in charge of re-imagining for our level. It sat right at the foot of the bridge entrance to Southwarke,
our chosen area of interest!<br />
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Aside
from contributing to reference collection, research and, conception of
our plans and ideas in the first few weeks; I set about work on Inn. <br />
To
start things off, here is some research that I did initially after Liam
discovered text hinting to 'The Bear's existence and its prime
location! I was actually hoping to include a public house in our
location, so I was super happy to take charge of imagining this
building.<br />
<br />
I found a few resources for research on the Southwarke<br />
http://www.history.co.uk/explore-history/history-of-london/let-us-entertain-you.html<br />
http://www.history.co.uk/explore-history/history-of-london/let-us-entertain-you/gallery.html<br />
<br />
Here is some text I gathered from various websites freely hosting texts that may hold reference to things of this period. <br />
Here are some extracts I found,<br />
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<div class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<span class="messageBody" data-ft="{"type":3}"><span class="userContent"> > <b>Bear Tavern. Or "Beare" as they sometimes spelled it at the time</b> -<br /> <br />
"- Evidence in abundance might be cited to show that the inn was a
favourite meeting place with the wits and gallants of the court of
Charles I and the Restoration. "The maddest of all the land came to bait
the Bear," is one testimony; "I stuffed myself with food and tipple
till the hoops were ready to burst," is another."<br /> <br /> "- It was
probably the best-known inn of Southwark, for its enviable position at
the foot of London Bridge made it conspicuous to all entering or leaving
the city. Its attractions were enhanced by the fact that archery could
be practiced in its grounds, and that within those same grounds was the
Thames-side landing stage from whence the tilt-boats started for
Greenwich and Gravesend. It was t<span class="text_exposed_show">he
opportunity for shooting at the target which helped to lure Sir John
Howard to the Bear, but as he sampled the wine of the inn before testing
his skill as a marksman, he found himself the poorer by the
twenty-pence with which he had backed his own prowess."<br /> <br /> "- Under
date 1633 there is an interesting reference which sets forth that,
although orders had been given to have all the back-doors to taverns on
the Thames closed up, owing to the fact that wrong-doers found them
convenient in evading the officers of the law, an exception was made in
the case of the Bear owing to the fact that it was the starting-place
for Greenwich."<br /> <br /> "- Pepys himself incidentally explains why he had
so friendly a regard for the Bridge-foot tavern. "Going through bridge
by water," he writes,<br /> <br /> "- my Waterman told me how the mistress
of the Beare tavern, at the bridge-foot, did lately fling herself into
the Thames, and drowned herself; which did trouble me the more, when
they tell me it was she that did live at the White Horse tavern in
Lumbard Street, which was a most beautiful woman, as most I have seen."<br /> <br /> <b>Cool poem about the Bear!</b> -<br /> <br /> "- There you shall find the wit and wine<br /> Flowing alike, and both divine:<br /> Dishes, with names not known in books,<br /> And less among the college-cooks;<br /> With sauce so pregnant, that you need<br /> Not stay till hunger bids you feed.<br /> The sweat of learned Jonson's brain,<br /> And gentle Shakespeare's eas'er strain,<br /> A hackney coach conveys you to,<br /> In spite of all that rain can do:<br /> And for your eighteenpence you sit<br /> The lord and judge of all fresh wit. "<br /> <br />
"- Nearly a century and a half has passed since the Bear finally closed
its doors. All through the lively years of the Restoration it maintained
its reputation as a house of good cheer and a wholly desirable
rendezvous, and it figures not inconspicuously in the social life of
London down to 1761. By that time the ever-increasing traffic over the
Thames bridge had made the enlargement of that structure a necessity,
and the Bear was among the buildings which had to be demolished."</span></span></span></div>
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<span class="messageBody" data-ft="{"type":3}"><span class="userContent"><span class="text_exposed_show"><br /></span></span></span></div>
<div class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<span class="messageBody" data-ft="{"type":3}"><span class="userContent"><span class="text_exposed_show"><b>> Research</b> </span></span></span></div>
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<span class="messageBody" data-ft="{"type":3}"><span class="userContent"><span class="text_exposed_show">I
did some research to gather what images I could that would help give me
a good idea of what this Inn could have looked like! That would help me
to the start conceptualizing and begin the modeling phase.</span></span></span></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHphWzdwUiqXhlW_S2Dq5tW1KmAlfXFXY11Y3gwdumqg6QuAbPjxRq6phoCbBI_umL7FYeDOQE2Uq3wBjb3Xp5ZGRXlhviCCHbKLRYCxtvS8NQTwFvRlo-IIGglQKqYlE01pNvn5Y9kwpj/s1600/Mood+Board+1.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHphWzdwUiqXhlW_S2Dq5tW1KmAlfXFXY11Y3gwdumqg6QuAbPjxRq6phoCbBI_umL7FYeDOQE2Uq3wBjb3Xp5ZGRXlhviCCHbKLRYCxtvS8NQTwFvRlo-IIGglQKqYlE01pNvn5Y9kwpj/s400/Mood+Board+1.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">These etching on above are gold dust! Top left - The George Inn, one of the oldest surviving public houses from the 17th century</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyXYbsGuNCWE6NSTSQ9HxTrp1zGVWOfZ-NydpcGlGFx2T3lhxB_8eZVZ5Io5B-6F_IAmLpL-ETWQaA4hEFVedxOj-9tzMxw02lMhNnWXl2N0WdC4Z99ZJxl1St-lJecoiM_39gYyz7VaIJ/s1600/Mood+Board+2.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="286" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyXYbsGuNCWE6NSTSQ9HxTrp1zGVWOfZ-NydpcGlGFx2T3lhxB_8eZVZ5Io5B-6F_IAmLpL-ETWQaA4hEFVedxOj-9tzMxw02lMhNnWXl2N0WdC4Z99ZJxl1St-lJecoiM_39gYyz7VaIJ/s400/Mood+Board+2.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Before some of
our members visited York to gather reference, I used Google Maps Street
view to grab some great images of The Shambles, Full of original
architecture from the period!</td></tr>
</tbody></table>
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This,
along with all the other great research our team pulled together helped
me to get some idea's for what 'The Bear' might looks like, but also
housing and buildings that would have shared very similar architecture
and design.<br />
<b><br />White box & Concepting!</b><br />
<br />
<b> </b>Before
I started conception on any details, I wanted to get a feel for the
location we were building. I started to create a extremely basic white
box, based of one drawing of London Southwarke in particular that I
found. It seemed one of the most detailed so a good base to start...<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaIenrjdmEpg8bGdm5zGwY36eFGxJ1fsUnzbFalCIEuzay64jiL0Otu8IeIRf4Faqsx6zmRcpxnAFOFzgis337djiPlkHRhvCstcQUguO-6PfcW2IZqVdeo_cYsUD-ApI65uSR2mX3EoZ2/s1600/london-labels.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="131" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaIenrjdmEpg8bGdm5zGwY36eFGxJ1fsUnzbFalCIEuzay64jiL0Otu8IeIRf4Faqsx6zmRcpxnAFOFzgis337djiPlkHRhvCstcQUguO-6PfcW2IZqVdeo_cYsUD-ApI65uSR2mX3EoZ2/s320/london-labels.jpg" width="320" /></a></div>
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Here are some quick screen grabs of the whitebox which Intended to use for concepting.<br />
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Here are some initial paint-over concepts to visualise idea's<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiO_lCq509bp_JMs66seHYnolLYCssMRPER2XL2JQvaVTLwlBEc7-pn0YSin3AtTCH4TxRVoV_vVdkfmdziVkH-ymRd_EBFbQYUiUdQ0MpZ7BgT65chNw8VC-3AY8sgxmYvaREll_Vsielu/s1600/Market+southwalk.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="189" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiO_lCq509bp_JMs66seHYnolLYCssMRPER2XL2JQvaVTLwlBEc7-pn0YSin3AtTCH4TxRVoV_vVdkfmdziVkH-ymRd_EBFbQYUiUdQ0MpZ7BgT65chNw8VC-3AY8sgxmYvaREll_Vsielu/s320/Market+southwalk.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An idea View of the market street facing london bridge gate house 1</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj6rQzwQ-knEimNxWarnB5MTLS3qK-wPBMvtXJnghhKawG8RwumIpIojCiTX_lfhDMHjeXgqYkZM7u5YEEqOaHbsvE2K6CtNK_uasqMXwApUJIDmlF4ILPXCCPcIprkHeaSomzHSEMv9j7/s1600/Idea+with+lantern.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="189" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj6rQzwQ-knEimNxWarnB5MTLS3qK-wPBMvtXJnghhKawG8RwumIpIojCiTX_lfhDMHjeXgqYkZM7u5YEEqOaHbsvE2K6CtNK_uasqMXwApUJIDmlF4ILPXCCPcIprkHeaSomzHSEMv9j7/s320/Idea+with+lantern.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is simply
to illustrate an idea I had to create a first person model holding a
lantern for added immersion! probably too lofty however and unless we
have lots of spare time near the end, don't expect to see it :(</td></tr>
</tbody></table>
<br />
<b>Moi Concepts!</b><br />
<br />
Here
is a initial concept I made of 'The Bear' tavern, I quite liked
certain aspects of it so you'll see them carried forward into further
work...<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPfBltFM9c1u8HaWQ1pKGJBfl2J2yXKPHFzff3e2t0_IuFHmuDWB6HX9_o1-K8G4lF2dE5ib_7_O_W97ps2auH1oKSujJzFg1pzo6aE7WC3DKCNwC8mTIw3o8kR8DoIF168k5bfi6d4Icc/s1600/Pub+concept.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="215" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPfBltFM9c1u8HaWQ1pKGJBfl2J2yXKPHFzff3e2t0_IuFHmuDWB6HX9_o1-K8G4lF2dE5ib_7_O_W97ps2auH1oKSujJzFg1pzo6aE7WC3DKCNwC8mTIw3o8kR8DoIF168k5bfi6d4Icc/s400/Pub+concept.jpg" width="400" /></a></div>
<br />
Since
we are undertaking so many modular houses, I wanted to do some quick
concepts for style of house variety we could aim for in the 3D models.
Also to demonstrate some scale of the buildings relative to a human
character.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsuNMHWnLlC3lIpsuJu57XsAz7-3A5cdjGed_FgRva9h0hJyJ0J9Q9YM5ME3p5rnfYdW3_Ig-yKUEKvVqVVTQY-an1O0kKHHuA-X2jCx6putdE4BFUmNfeRYXSOlDzbW-EyUqtcJcBgLgv/s1600/some+house+concepts.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="140" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsuNMHWnLlC3lIpsuJu57XsAz7-3A5cdjGed_FgRva9h0hJyJ0J9Q9YM5ME3p5rnfYdW3_Ig-yKUEKvVqVVTQY-an1O0kKHHuA-X2jCx6putdE4BFUmNfeRYXSOlDzbW-EyUqtcJcBgLgv/s400/some+house+concepts.jpg" width="400" /></a></div>
<br />
Modelling!
currently still working on this stage but will be wrapping it up soon
is my hope. I had to set aside more time to catch up on other work so
inevitably fell slightly behind the curb here. Still, steam ahead!<br />
<br />
In order of progress, here are some images of how 'The Bear has been taking shake withing 3ds Max.<br />
I have been concepting and making changes on the fly so its seen a fair few evolutions so far.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqfLI8CYrjwPuu15T4xIeJ3H12WY6cOPWhnozwcNN5_eX3Uowm396OENeZShPXa4iAV40B8EYpXw5Xb6AkRN5akil-56RlEIFX_ZBlCdPkbgGLRGixoNh7U4dStJla1qQJEfznW5cFHUsP/s1600/start.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="202" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqfLI8CYrjwPuu15T4xIeJ3H12WY6cOPWhnozwcNN5_eX3Uowm396OENeZShPXa4iAV40B8EYpXw5Xb6AkRN5akil-56RlEIFX_ZBlCdPkbgGLRGixoNh7U4dStJla1qQJEfznW5cFHUsP/s320/start.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Realy early on</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtBHPH_3Bd0PPjDbz0FZWH1mXTBkYpD37xLaQ8JbYqb_GAIYyigODIEIy-BDrKED6BdHEXAZyEM95R42mwdR2YN3tUnuWzjT_oE3LmWqerBqGz_sgycZE2ZqxpeZo4Vhlrc88b83-ZuTjA/s1600/start+2.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="202" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtBHPH_3Bd0PPjDbz0FZWH1mXTBkYpD37xLaQ8JbYqb_GAIYyigODIEIy-BDrKED6BdHEXAZyEM95R42mwdR2YN3tUnuWzjT_oE3LmWqerBqGz_sgycZE2ZqxpeZo4Vhlrc88b83-ZuTjA/s320/start+2.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Working out the court yard! This is where Archery was said to have been performed.</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQzZW0-im5vWPm_ksRdomM7zVs1MbJ2ta09PExi2_eMOoB3iS043GzzC0OlPj-UkDzg3HBBx8NTEFh7Y_xtqTRu1AxmCPashMAheu9wjhbhVEY2CXW8ZuNYMmCBgU8Em1JDOjPHlG1L08J/s1600/arial.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="202" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQzZW0-im5vWPm_ksRdomM7zVs1MbJ2ta09PExi2_eMOoB3iS043GzzC0OlPj-UkDzg3HBBx8NTEFh7Y_xtqTRu1AxmCPashMAheu9wjhbhVEY2CXW8ZuNYMmCBgU8Em1JDOjPHlG1L08J/s320/arial.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Final form is taking shape</td></tr>
</tbody></table>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNV4bKDTWtjg7cz0bM2pHZSIKi80UuiJ0jJDnEeaiu0lyKuTyDZpWjHzVq05K8CFVc7Y1EfhsjIg-08DuEHj4AqofpaVCFuLPbfkmusRzpk0v8EWplI3rwwF6eaXZ2Dcci8MTAbxGogHSt/s1600/4.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="202" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNV4bKDTWtjg7cz0bM2pHZSIKi80UuiJ0jJDnEeaiu0lyKuTyDZpWjHzVq05K8CFVc7Y1EfhsjIg-08DuEHj4AqofpaVCFuLPbfkmusRzpk0v8EWplI3rwwF6eaXZ2Dcci8MTAbxGogHSt/s320/4.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Back here I
will be placing benches and smaller assets to give some clutter and life
to the courtyard. There will also be archery equipment and a nice tree
back here.</td></tr>
</tbody></table>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEGVOuAdUUlyJk9IoyYHD2_GG1pJ-pK92nGumtcqLYf1p2ePW_XJXXP2S27sGagHDgr0XdnXuWqhey1uxdKGF_1jm0pwRAwXAbb_88TO5zDIh-JVzQ7dyxMOBID2aj3De6H-p6r43K5pWa/s1600/1.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEGVOuAdUUlyJk9IoyYHD2_GG1pJ-pK92nGumtcqLYf1p2ePW_XJXXP2S27sGagHDgr0XdnXuWqhey1uxdKGF_1jm0pwRAwXAbb_88TO5zDIh-JVzQ7dyxMOBID2aj3De6H-p6r43K5pWa/s320/1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Im going for a
lower floor stone and timber construction,because I have seen it used
in larger buildings of this kind. And then a mostly timber and plaster
upper floors. Should look great!</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtR3gMFEHBStigk9LuwuUG5IqKnu5gk1X_akTttZwrRuFp-XCUzklPeGNJg8yC-HqyGYf9IYsQBHsuu7rlAIdrTCDhVZTC_7TJhzObXaCRT-dMxtP5g7NkraeGFmHhAgpuFZ8efzybAHPA/s1600/2.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtR3gMFEHBStigk9LuwuUG5IqKnu5gk1X_akTttZwrRuFp-XCUzklPeGNJg8yC-HqyGYf9IYsQBHsuu7rlAIdrTCDhVZTC_7TJhzObXaCRT-dMxtP5g7NkraeGFmHhAgpuFZ8efzybAHPA/s320/2.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Currently where I am at.</td></tr>
</tbody></table>
<br />
So its not done! but... it will be ;)<br />
Im quite happy so far. Team rocks, keep it up. Yup, lets do this.<br />
<br />
Take care!James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-30196941611687469352013-01-03T02:52:00.000+00:002013-05-22T02:56:18.778+01:00Visual CompositionVisual composition is a very important subject to study and try to master as early on as possible, because good composition often makes a good image. I admit that I need to practice consciously being aware of this! and also begin to familiarize myself with the terms used within analysis of an images composition. If i understand how critics or other artists analyse a illustration, I can tailor my art to focus on improving my use of these principles, then I can create better images. Simple as that, so lets jump in...<br />
Composition can be quite a complex nut to crack and when you do try, your not always sure what is waiting for you inside because there are many different rules that can be utilized to different affect; so I wont talk about them all. <br />
Generally one of the main rules most artists use as a guideline for composition is the rule of thirds.<br />
<br />
<br />
I remember my art teacher attempting to teach me about this in high school, which by the sounds of things is quite a rare occurrence. Back then I was the sculpture kid, so I didn't pay too much attention to it...<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqlINH9AlX95Uq1oKdjkPetgd0HMqI9lz1p0IUu76Z4kuqA9WRjKioeYiV8ChbhcVhlxfAzsiR8mCI-jprcJ9nCbXyQoH_zXOkbGI2nDST2UooBbc8vgVH927qVPmMk_rTl2r3kQ2ct3hn/s1600/29489-Rule_of_Thirds_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqlINH9AlX95Uq1oKdjkPetgd0HMqI9lz1p0IUu76Z4kuqA9WRjKioeYiV8ChbhcVhlxfAzsiR8mCI-jprcJ9nCbXyQoH_zXOkbGI2nDST2UooBbc8vgVH927qVPmMk_rTl2r3kQ2ct3hn/s320/29489-Rule_of_Thirds_1.jpg" width="320" /></a></div>
<br />
The idea is to divide your canvas into a three by three grid, giving you nice equal parts. You would then place the focal point and sub focal points at the intersections of this grid to help generate a more interesting picture, its all about how your eye interacts with the information withing the boarders of the canvas. <br />
As a novice with no understanding of this rule, you might often center focal points in your image, but this rule breaking is usually considered a bad thing; if your subject is in the middle of the image, it’s considered static.
Your eye is drawn to it but then has nowhere else to go from there because the
object is equal distance from all sides. <br />
However, it can be used effectively in certain cases where the artist knows when best to break the rules, such as when emphasizing balance or symmetry. <br />
David Peterson from <a href="http://www.digital-photo-secrets.com/tip/2742/why-does-the-rule-of-thirds-work/">digital-photo-secrets.com</a><span id="goog_579421131"></span><span id="goog_579421132"></span> thinks "<i>Rules that are broken for a good reason often make the best works of
art. It shows that the creator took time to understand their craft in
such a way that they can bend the rule. That’s a true artist.</i>" <br />
In his article he discusses why the rule of thirds works and tell a little bit about its history, pretty interesting.<br />
<br />
For those seeking to critique another painting and understand what makes
and illustration work or not work, there are several terms commonly used amongst visual designers to understand that question and ultimately break down composition, finding out why an image may impact you as much as it does
and how to repeat that affect in other works.<br />
<br />
I found an interesting tutorial that attempts to outline these terms and show how they are used by, analyzing old masters paintings and seeing how these principles were utilized to effect.<br />
<br />
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/wEyMUM9RwEY?feature=player_embedded' frameborder='0'></iframe><br />
In the video the lecturer basically outlines these terms or principles, and how they can be used to to great effect in an image.<br />
<br />
<b>Hierarchy</b> - The arrangement of structured importance in an image - So you want to place your focal point at the top of the hierarchy, and make sure that order is not confused.<br />
<br />
<b>Rythm/movement</b> - The position and spacing of objects to create a sense of movement. I.e giving the impression that objects are literally moving within the 2D plane or it can be talking about stimulating the movement of your eye over the canvas. This is a deeper subject because with the tools you can apply, you can control the kind of eye movement you want to viewer to use when viewing your image. Be it a slow meander around the page as the lecturer goes on to explain, or a harsh zig-zag from from point to point.<br />
<b>Variety</b> - An artist should aim to include elements with different characteristics, lacking uniformity - because we find uniformity boring to look at. The variety does not need to be bold however, for example it can be best served subtly when emulating nature. <br />
<br />
<b>Unity</b>- a feeling of wholeness in the image, when all the elements exist in harmony with the vision of the image making it all feel like it belongs there. It can be used intentionally, for example when a large character is placed amongst small surroundings, it can help make that character pop out.<br />
<br />
<b>Balance</b>- Even distributions withing the image plane, while retaining the necessary hierarchy thats been established. <br />
<b>Lines</b> - markings or edges creating strong directions, curved or straight. vertical horizontal and diagonally.<br />
<b>Contrast</b> - Opposing ideas used together to add interest; here are some examples to think about that were provided in the video -<br />
Tonal(light vs dark)<br />
Edges (soft vs hard)<br />
Colour (warm vs cold)<br />
Shape (round vs square)<br />
Line (curved vs straight)<br />
Scale (small vs large)<br />
Detail ( heavy vs light)<br />
Alighnment (good vs evil)<br />
structure (simple vs complex)<br />
<br />
Thinking about shape and scale, one rule that uses these well is the rule of Framing. This rule basically makes use of objects to provide a natural frame for your focal point.<br />
<span id="goog_579421146"></span><span id="goog_579421147"></span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2GL6JWLBV1z_XJPv0qy7pON-gtENAShokjTmpnEJ2JocYLxrqILdzePr3jUB1k8gQsYD488DDKbzLIGhg2DZw6r7zmtWT2tZqFL-4SfvaETy3L9XdBFo4wZtzYyuXuMD3Pd-eV75mHRvG/s1600/framing-image.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2GL6JWLBV1z_XJPv0qy7pON-gtENAShokjTmpnEJ2JocYLxrqILdzePr3jUB1k8gQsYD488DDKbzLIGhg2DZw6r7zmtWT2tZqFL-4SfvaETy3L9XdBFo4wZtzYyuXuMD3Pd-eV75mHRvG/s320/framing-image.jpg" width="213" /></a></div>
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Such as objects in nature like trees, archways, mountains, clouds and holes. If you place these around the edge of the composition it helps isolate the main focal point in the hierarchy fro the outside world. Effective use of this often results in a more focused image that draws you eye naturally to the main subject of interest. This can be quite difficult to achieve, but when done right it is very striking. James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-21343080971188540342012-12-06T20:47:00.003+00:002012-12-06T20:51:54.355+00:00Baby steps in ZbrushIve always wanted to give Zbrush a go ever since seeing some of those crazy high poly characters and creatures posted on art forums. It looked like the perfect outlet for me to practice my passion traditional sculpture, minus the mess and plus the bonus of its application uses.<br />
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So I've managed to get a copy and give it a swing... Let me just say, It only took 5 agonizing minutes of confusion and ineptness for me to realize this wasn't so simple as pick up and play. Be it that everything in the interface was alien to me, even the shortcuts; I decided to ask for some help. The next time I took a swing at Zbrush I was mildly prepared. I could at least load a Dyna-mesh sphere into the scene and start manipulating it with the brushes, but that know-how was pretty much sitting on the edge of the shelf when it comes to my Zbrush knowledge.<br />
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This is what I managed to produce before and after I made it crash... It took roughly 1 hour to shape from a Sphere. Done from imagination.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI0Huh4DOyvZhn3334sHYjz_U2bqwaOxhcYr4etYXLH5AJZQ78_qJ4WjWnOVWdOe3wH7S1VleK084-eCvXz8vv7bKuG2sTcBTSONczR2vGXUhg9rTGrtIrCzPG9DgOl8U2toTpOA3bBTIV/s1600/Untitled-4.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI0Huh4DOyvZhn3334sHYjz_U2bqwaOxhcYr4etYXLH5AJZQ78_qJ4WjWnOVWdOe3wH7S1VleK084-eCvXz8vv7bKuG2sTcBTSONczR2vGXUhg9rTGrtIrCzPG9DgOl8U2toTpOA3bBTIV/s640/Untitled-4.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Founder! my first Zbrush creation.WIP 1 hour</td></tr>
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So as you may imagine, I have been slightly buzzing after managing to get that far, and I'm not too displeased with my monkey alien man thing either...<br />
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My second attempt wasn't so lucky. It just crashed and was lost to the forgotten Zbrush pages of history. Unfortunately I didn't manage to recover a back up save like my first attempt. But I did grab a screenshot of it before the window closed though. This was done in roughly 35 minutes and just head doodles.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhK16P35Sgp7TZnVXptZ9rNvXxWiVH66A9qjHpAr-ywRsDO6swf5Rr9xPnX_xzzgDRtfVYaVyrhyphenhyphenOziXx-gWbDl-NE9FhHWYioCnMRdT9D7Ra1rgnyI2j2wqQkWC6waIXMW29EYUdHhopn/s1600/crashed+again...jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhK16P35Sgp7TZnVXptZ9rNvXxWiVH66A9qjHpAr-ywRsDO6swf5Rr9xPnX_xzzgDRtfVYaVyrhyphenhyphenOziXx-gWbDl-NE9FhHWYioCnMRdT9D7Ra1rgnyI2j2wqQkWC6waIXMW29EYUdHhopn/s640/crashed+again...jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Weird Alien head lost at WIP stage.</td></tr>
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Here is another I'm currently debating working on farther or not. Its a simple Shape that took about 5 minutes to make so either way; no biggie. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuqATTspJs3d-4CF3RLOXq0QVUFhYG-g0wi0UKUXp7g_AUj1NPPjte5mRVrdk7lXBaQAVVBIX3EtrsG5KO96SU3V_t6ZuWqU_8Rp5P1NQw-mAlwg2ry_qbJnrnu7UmGakZjdWRbQUOKvaw/s1600/Bull+.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="204" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuqATTspJs3d-4CF3RLOXq0QVUFhYG-g0wi0UKUXp7g_AUj1NPPjte5mRVrdk7lXBaQAVVBIX3EtrsG5KO96SU3V_t6ZuWqU_8Rp5P1NQw-mAlwg2ry_qbJnrnu7UmGakZjdWRbQUOKvaw/s320/Bull+.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">5 minute WIP- Base for sculpt</td></tr>
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What have I learned about Zbrush then? Well... It is a lot of fun. Once you push past the initial road block of " omg ok.. what do i do?" its easy peasy to allow my thinking brain to switch off and my sculpting creative mind take over. I imagine once I become more confident with the program, sculpting something that puts these to shame will become almost thoughtless. I cant wait! <br />
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Why do I want to do I want to learn Zbrush? Because I want it as another tool under my belt to use as an artistic outlet, or for creating and retopologizing in game models or high poly renders. All the cool stuff that's done these days.James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0tag:blogger.com,1999:blog-7836793192123031988.post-36989149551159887492012-12-03T02:45:00.003+00:002012-12-03T19:11:41.131+00:00Artist Study - Yang Qi<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;">This is just a guy I stumbled across while tr<span style="font-size: small;">awl</span>ing CG hub and wow, I am blown away...<br />So Yang Qi is a concept artist working in the video game industry in <span style="font-size: small;">China</span>, naturally. The he's most recently worked on is <a href="http://dzs.qq.com/">Asura Online</a>, a Chinese game but it looks pretty cool. If only I could read the language then I could navigate their site.<span style="font-size: small;"> <span style="font-size: small;">>.< </span></span> Born in 1985, he's<span style="font-size: small;"><span style="font-size: small;"> only 27 and producing<span style="font-size: small;"> w<span style="font-size: small;">hat <span style="font-size: small;">I'd</span> s<span style="font-size: small;">ay is, some of the <span style="font-size: small;">highest<span style="font-size: small;"> quali<span style="font-size: small;">ty <span style="font-size: small;">illustrations/ con<span style="font-size: small;">cepts <span style="font-size: small;"><span style="font-size: small;">I've</span> ever seen<span style="font-size: small;">.</span></span></span></span></span></span></span></span></span></span></span></span></span></span><br />
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I'm just gonna link some of what I found were the most interesting pieces he worked on. I particularly love his characters... they are freaking awesome no?<br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;">I absolutely love how dark and gnarly his pallet is. The Detail he uses in phenomenal. Most of these probably too many many hours to produce and as a concept artist that's unusual that he'd be given so much time. but i can see why, it appears his designs translate almost identically to the in game models and too right. I doubt anyone farther down the production pipeline could come up with improvements on these.</span></span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><a href="http://cghub.com/files/Image/232001-233000/232458/425_large.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="http://cghub.com/files/Image/232001-233000/232458/425_large.jpg" width="426" /></a></span></span></div>
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<tr><td style="text-align: center;"><span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><a href="http://cghub.com/files/Image/221001-222000/221169/509_large.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="338" src="http://cghub.com/files/Image/221001-222000/221169/509_large.jpg" width="640" /></a></span></span></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="font-size: x-small;">All above work (c) Yang Qi</span></span></span></td></tr>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;">This is the caliber of artwork that originally inspired me to do artwork at more that an amateur level and chase a job as a professional artist. <br /><br />If you are interested, here is a link to <span style="font-size: small;">more of his work<span style="font-size: small;"> - <a href="http://yangqi917.cghub.com/images/" target="_blank">Click meh</a></span></span><br /><br />One day...</span></span><br />
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James Teeplehttp://www.blogger.com/profile/12637982469064452961noreply@blogger.com0