It’s Been A While…

Hello

Hope you are all having a good start to the year! It’s certainly been a while since my last blog post as I’ve been pretty busy with work since then.

A Winter Scene…

Firstly, I participated in the Unity Community Art Challenge in December. The theme of the of challenge was to make a “Christmas Ornament” and considering it could be based on a game, I decided to do one based on Spyro the Dragon. In Spyro 2: Gateway to Glimmer (known as Spyro 2: Ripto’s Rage! in North America), there is the Winter Tundra Homeworld and thus this became my subject matter.

Here is my entry which had to be submitted on Sketchfab:

Considering I started towards the back end of the month, I’m pretty happy with it. I got some good feedback on it and I will take that onboard going forwards but this is another finished project under my belt.

Learning More Programming…

Secondly, ive been busy developing my more technical skillset, mainly in maxscript (scripting language in 3ds Max) and shaders (in Unity for now) as they have been necessary skills to learn for production at work. Developing these skills has been hard but fun, and by putting these skills into practice, I feel like I’ve grasped them much quicker than I would have if the circumstances were different. I’m hoping to show you guys what I’ve been working on very soon!

New Art Project…

In terms of art content, there have been developments! I’ve been working a project which is physically-based (see previous post and bottom of this post). The industry is moving towards physically-based rendering (PBR) (or has already) so what does mean for artists?

Generally it means that, in terms of workflow at least, there is much more consistency with different lighting conditions, less guess work involved and in my opinion at least, easier to grasp once you have got head round a bit of terminology. It’s not much different to what we have been doing previously, it’s just that now, the shaders will do a lot more of the heavy lifting.

So where is this project you may ask? Well firstly here is my reference for my scene / diorama:

TS Fire Extingisher Reference
TS Fire Extingisher Reference

My plan is make this into a diorama (in similar vain to Scott Homer’s Stately Home Diorama) where it will be pulled out from the building and chose to do these fire extinguishers (and its surroundings) as they are just outside the office and it is a large enough scale to be not too ambitious (for now at least).

Here is my latest work in progress (WIP) shot of it:

AndrewBell_FED_WIP1

I’m in the middle of modelling out the base shapes / getting ready for high poly models so it’s still early days yet.

*Good articles on PBR:

http://www.marmoset.co/toolbag/learn/pbr-theory

http://www.marmoset.co/toolbag/learn/pbr-practice

http://www.marmoset.co/toolbag/learn/pbr-conversion

http://www.polycount.com/forum/showthread.php?t=136390

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html

https://www.allegorithmic.com/pbr-guide

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