Sunday 31 October 2010

The Hurling player




Thursday 23 September 2010

busy busy busy !

I've been busy but I still manage to work on zbrush.

So this si one of my last work. It's not finish, just a rough version of a sportsman but I4m pretty happy with the initial result.

Basically my approach was to stay as low poly as I could. Even now the model still quite low poly ( 19k) of a zbrush model.














Sunday 5 September 2010

asset update

So I've been busy working on zbrush-maya-udk workflow and this is the result of my experimentation.



















The tree was made inside zbrush using zsphere and zsketch. A really good workflow and I might come up with the way I did it in few days.





















































































































those stairs were a little bit difficult to bake on a plane so I decided to use topogun.
Zbrush still has some flow for game artist like the fact you can't bake normal map from different models.

but still I'm really please by the result. I may keep working on little stuff for a while just to get a really good understanding on what  can or cannot do within zbrush.



Monday 30 August 2010

divin' into zbrush

so this mesh is not impressive by itself but the technique I use is quite new to me. I use projection master to create the detail on the wall then I texture it, apply a mask using the texture intensity and inflate the mesh to get that look.

I did the texturing using spotlight.









this is all testing at moment but the main goal is to get more use in working in zbrush for some stuff that actually aren't real sculpting.

Sunday 29 August 2010

Playing with Zbrush again

I finally got my ai kind of working and I started working on some art, but first I need to sharpen my skills. I've been lazy and obviously I became a little bit rusted so I working on zbrush new tools and in the process trying out the different way to creat art for my game. So there is a rock with 256 poly. I create a rock and then using the zphere I created a low poly version of it then project on a cleaner mesh.




































































































































Tiled floor

I just try to create a tillable texture floor in zbrush and this is the result in maya viewport.











Wednesday 25 August 2010

Kakurembo Update

Since I'm not participating in any contest I decided to take more time to create the game and add several mode.

So basically the game will have a solo and coop campaign. The game will have a storyline with main characters and some rpg aspect. But I'll talk about it when I start implementing more some of those mode. For the time being I might focus more on the hide and seek multiplayer mode. I decided to create 5 differents map with each one an identity. Maybe set different time of day or climatic conditions. I still need to finish a lot of stuff.

But basically I've planning a lot lately and I might update the overall design and such. So now since I have an AI working I'll start working on the main game mode and the highscore and such to get some game working and then from there start doing the game itself.

Sunday 22 August 2010

Not really happy about that

My game didn't get selected for the intel game demo contest. I really think the contest itself was bizarre since it's based on game ip and not on content.

But anyway I don't know if I'll continue Kakubo till the completion but I might continue to work on it for the time being.

Sunday 15 August 2010

AI bot working

I just finished my AI layout code and I'm pretty happy with it. I did a lot of progress with the ai and the unrealscript in general. So basically my current bot is able to spot other bot in it surrounding while running, spotting item and cover volume. That ai is pretty smart so now I just need to make it interact with its surrounding during the game. But it already pickup item and stay idle at hidden.

the final Ai should be able to travel across game area, to spot the seeker if he's close enough, look for hide out and wait until he's gone to start moving around again, collect item and use them again foes or enemies.

I'm pretty confident about accomplishing that task which wasn't that important to that game because the final product will be aimed to work online or splitscreen. But still a really good practice for my futures games Krysalid and skullz this is a really good exercises.

Intel is finally announcing the finalists of his game demo contest. I hope I'll be in it because I didn't get into any this year so I would be glad to just get a shot at that contest because one of the prize is actually a trip to japan during the tokyo game show.

Friday 13 August 2010

taking too much time solving code

So I've finished last week setting up the nav mesh in udk thank to dungeon defense source code available on udk forum but I still having trouble integrating a dynamic choice maker. For example while the character is doing the pathfinding check top surroundings to see if there any cover or item.

Still far from being finish but I got the new zbrush so I'm distracted. :)

Sunday 8 August 2010

Dealing with navmesh

It's a hell. I manage to make it work but there still some bug on few maps I still don't get it all.

But the game is moving forward with more solid code.

I'm using the layout package to get as a placeholder pretty useful.

I started to work on shader pretty handy. I might work on sort of sky shader to make the light change during the game.

Maybe create some thunder or something.

Saturday 7 August 2010

unreal script progress

I've been working my code those this last week and it hasn't been easy but I prefer coding than using kismet. Kismet sound like a great tool but not so much for complicated task as gameplay. 

So far I've been able to create a simple ai for the bot and the basic layout of the gameplay.

I start working on vertex painting and I'll post update in the following days. 

Looking forward zbrush 4 release on monday. 

cheers.

Saturday 31 July 2010

Giving up Kismet and working on the code

Baiscally Kismet is not for me. Of course simple task can be done thourgh kismet but I just feel like I need to practice more to get my head around it. Basically I feel like it's easier to do it though code that using kismet.

Anyway I won't be on time I guess but I'll try polish my result to get ready for the intel game demo contest.


cheers

Media Update

I've been quite active lately but not posting anything.

So apart from not being ready to submit my game on time for the indiepub game contest I have few model ready. So this is the update.



























































I'll update more later. I've a lot of picture of the asset I created for the game. 


cheers

Thursday 29 July 2010

Getting back on Kismet

I never got my head around kismet so it's a bit challenging to create a gameplay with it. But is just what the new version of kakubo will be about. I can't take the time to sort it out in unrealscript but I can try to do it in kismet at least I hope.

I'll keep and update and some screen soon enough.


cheers

Wednesday 28 July 2010

Back on udk

Because I Didn't have the energy to learn a new tool and because I've been playing splinter cell lately I decided to drop unity for the moment. I don't have that much time left for the indie pub game contest and It would be better to have a proof of concept ready on udk than a half finished one on unity.

Unity is indeed easier and everything but I do miss a lot a feature. I did learn a lot of stuff on networking and everything and that basically the game might but I'll come with all my update in the incoming days.

Thursday 24 June 2010

roller coaster game

A client ask me to create a model for his really good roller coster game using iphone and unity. Few screens.






































Tuesday 22 June 2010

Kakurembo early screenshots

So this is the first shot of kakurembo so far nothing really exiting but its just the beginning. I have been busy with few jobs but I hope now I get the time to work on my thing.




Thursday 10 June 2010

low poly bench

Ive been ask by few people to work on low poly so here a first try with a bench





390 polys.

Tuesday 8 June 2010

Animation


New animation test with maya. Just learning few new tricks. I my start to come up with new stuff in animation.

Saturday 29 May 2010

New tools

I came across two new tools which are great and free. So the first one is sculptris. It's a good alternative for sculpting if you can't afford mudbox or zbrush, but it still in alpha version. The second one is Alchemy
http://al.chemy.org/download/

Really good one for concept artist.

This is an extract of the new blender foundation tutorial.

Wednesday 26 May 2010

Scaleform supports on UDK

I haven't use the ui that much on udk so I really don't know if it was that bad, but from the post on udk form I would say that a lot of people were complaining. Anyway now scaleform is integrated with udk which is a great new.

The May release just came out with scaleform and steam support.


Monday 24 May 2010

starting a demo game

So I've spent a the last week following tutorial on how to create game using unity and now that I feel a little bit more confortale with I'll start to create a really simple game demo. So the basic concept behind it is to create a shooter game like gigawing in a week. It's really a concept than a game but I need something challenging but still abordable for a beginner to understand better the api of an engine.

Sunday 23 May 2010

few days away and now I'm back to business.

I was a litte bit annoyed by all those problem with my new mac. I mean most of software don't work at all. Maya is so terrible with the new leopard I'm considering of learning blender to do small task when I'm not at my place and I need to use my laptop.
But what was really bothering me was the fact visual studio was only on pc. But I found something really interesting. Using mono develop you can sort of plug unity into the IDE and use the intellisense.

can find some information here

http://forum.unity3d.com/viewtopic.php?p=219018

Wednesday 19 May 2010

This is really good

So I just found out about a game contest which you can win 100 k $.  It's the independent developer game contest.

This is a lot more than the Dreambuild on and even if the contestant will be though using unity can make the job really easier for me. I was planning on participating on Level up Game conest and try to get the trip off to tokyo, so it's cool to see more than one contest to participate. With unity I can really focus on the content and not the programming. I'm planning to get into each with kakurembo which is the hide and seek game. There is a lot more going but I'd rather keep for the last moment.

I hope I'll get some art done very soon. At the moment I'm focusing on the networking and the api of Unity.

Tuesday 18 May 2010

Lazy me

So by lack of time and also because it was more funnier to just look for fancy effect in unity indie I started to look for an animated shadow. So the main option that come to mind were either stencil shadow without using a buffer (unity indie cannot access it ) or animated decal texture. I though the animated texture would be the easy way but then I discover the shadow volume on the wiki which is greta but just can't work with what I had in mind. I try stuff work around and modifying the code but nothing worked properly so I switch back to animated projector. I found a fairly good example of it in the invader demo. Even though the technique they use is limited (the code actually set manually every texture one by one), it gave me a fairly good understanding of what I need to create my own code.

So I didn't gave up on getting some kind shadow using unity. I was looking on doing realistic shadow but maybe I'll stick to more stylish and less accurate one.

So I didn't really made any progress on understanding unity api or so but I still I know what it's possible r not.

Switching from udk where the shadow just got the updated to unity is really annoying because I kind miss all the awesome features but because of one (Networking and web deployment) I might stay with unity for kakurembo which is multiplayer oriented.

Monday 17 May 2010

Day 2 Unity

After just one day working with unity indie I have to admit that the application is really good. I really choose it because of the networking option and it fits quite well to my need but the ease of use is really awesome. I mean creating small game and prototyping really fast is a blessing. There is not such a thing using udk. Creating a menu is an hassle even with the incoming scaleform I still think unity will have the advantage over epic's product. The other engine I'm waiting for is the cryengine 3 sort of indie version. They are going to release the application and you'll be able to create game with it. I really love Sandbox cryengine for the powerful toolset and graphics. But UDK so much progress in the last month I don't really know which one will be suited to create Skullz. I'll wait and see meanwhile working on Kakurembo.

I'm really thinking the concept through and I believe people will enjoy playing it.

I still have a project in mind called Armance, which is a great scale game and of course the cryengine 3 will be my favorite choice for that one.

the indie market has really change the last four year, and I think it's a really good thing.

Working on a new project using Unity Kakurembo

I haven't done much lately. Why ? Too busy with film school, moving back to london and a lot of stuff who have been happening in my life. But then it was already mid may.

So I realize it was almost june and I was far from finish Skullz. I was working on the props and I didn't work that much on the character and the script so I just figured out I should start a small for the incoming competition I'm entering by the end of june.

So basically the game itself is called Kakurembo and it's a multiplayer hide and seek.

Unity has a great networking solution so I figure out that maybe I should just take advantage of it.

I don't have much picture at the moment but I'll start sketching in the next day. Right now I'm leaning unity and I have to admit even if the tool set is not comparable to what udk can offer the ease of use and the scripting are far easier. I start programming in c± so it's quite easy to just understand and also javascript is quite close to .net language.

Anyway I hope you'll like my new project

Saturday 20 March 2010

Shooting range

So in order to progress and keep doing experiment I just start a shooting range level. This is a ancutal game sequence it'll exist in the final game but this level is temporary. I just want to start working on kismet and I did this level as an exercise. the final version may look a more different.









































































Tuesday 16 March 2010

Digital Painting

Just a sketch I've done today


Not much lately

I've been working on some code so I didn't do any progress. I'm also trying to improve my skill at photoshop, to create some nice artwork and design without having the trouble to scan my drawing and then start working on them.



















So this is my latest work on photoshop. Still coming from a tutorial but I'm pretty happy with it.
I really need to focus on photoshop for a bit to create sketch before I even start modeling my meshes.

Wednesday 3 March 2010

Ruins

So lately I've been investigating what are zbrush possibilities in terms of environnement modeling. So I Created this scene. I took inspiration of Gnomon masterclass. But most of the ryan kingley didn't fits my need. ( I'm already too use to my own sculpting method)
So this what I came up with. Not much modified version or the original scene but still did it my wa. It was a good exercise. All the asset have been created within Zbrush. So the conclusion I came up is zbrush is not fit to created level from scratch. I mean level assets. I still need to create the model inside maya first.