Time for a Change… a Retrospective.

This past weekend was an eye opener for me… both personally and professionally.

I attended a game conference held at Eastern Kentucky University this past weekend called Vector. Now prior to going, I assumed it would be a much larger event than the one I found once I arrived. To summarize, there were talks, there was some networking, and some students shared some really great work, but alas that is not what this post is for.

Now, I went to the “event” for different reasons. Continue reading Time for a Change… a Retrospective.

WIP 6 – GLORY DAYS SoTW – Demo Level – Progress Update

“Where are the updates?!” – the crowd chants…

Well, when you start a project from scratch, to show a demo of, in about a week and you don’t know the software more than importing in a character to see if it works… then this takes time. I just didn’t have an idea of just how much time.

When I started working in Unity3D in 2012 it was very easy for me to pickup. All navigation was based on Maya and Maya LT has a proper built-in exporter to Unity. Yeah, yeah. I hear the one’s screaming, but it does the same for Unreal. Uh, no. No, it doesn’t. I can send over an entire level ready to go from Maya to Unity without conversions and it just works. Unreal is a totally different beast. Don’t believe me, just ask which axis is up in Maya vs Unreal. Yeah. Sometimes that sucks when all of your objects are on their sides in the engine.

Okay, tangent got me… where was I? Oh right, where’s the update?

For the last two days, I’ve been having to take the time to learn the blueprint system in Unreal Engine 4 (UE4). It’s actually quite a genius system. If you’ve used Hutong’s Playmaker for Unity3D then you have a sense of what Blueprint can do, albeit a very tiny minuscule idea of what it can do compared to the former.

I have some systems that I’ve created during this learning phase that I will implement in some way in the level hoping to give some playability by Sunday.

On tomorrow’s schedule we have: UI, Intro to Animation and Skeletons, and probably by Friday/Saturday I’ll get back into the AI stuff now that I’m much stronger working with Blueprints.



The “Audition”…

(This is a story from the life of an artist.)

I’ve thought long and hard today about how I was going to approach this and have decided to remain civil with regards to the whole situation that occurred; as I am still getting emails from certain members of that team asking me what happened.

Here goes…

About two weeks ago I was approached via the hiring process on Artstation.com by a “studio” in Italy called e-Visualsoft. They said they liked my work and were interested in bringing me onboard as Lead Character Artist on their new game “New Dawn”. New Dawn Official Website

Continue reading The “Audition”…

Where are the Updates?

That is an excellent question and I have a very easy answer…

Zbrush Normal Map Generation Sucks!

I have literally been fighting how it generates Normal Maps for the last 2-3 weeks. So, I finally gave up and went to the all and powerful Google to get some answers. Turns out that most people agree with me and their answer is to use xNormal. Okay… sure. Another application to add to the pipeline. Why not?

Therefore, I went to see what they would look like with a quick test. Needless to say, not only was the map generation faster, but it was much more accurate with none of the “bad things” that were happening in Zbrush.

The only problem I’m having now, is when I import multiple objects for batch processing, xNormal isn’t analyzing individual objects its treating it like it is one object. So, there’s overlapping normals. For example, instead of the normal just showing the skirt, it is also showing the scabbard and the harness and buckle on top of the normal for the skirt. In other words, I’ll either have to use FBX as suggested on EAT3D.com or I’ll have to do one by one and then piece them together in Photoshop. Needless to say, no fun to be had.

On top of that, I’m currently travelling to Philadelphia for the day job and my capability to work will be very limited, but I will still try to figure it out while in Philly.

I think that’s all for now.