Friday, December 19, 2014

Day 0 - Planning day

Nine days ago my partner and I broke up, and have been working our way through the various emotions and pain this split has coursed.  Its unfortunate but we have both decided it is what is for the best at this time.  During this time I have found it difficult to do much of anything creative, I've done a little drawing, but depression casts an overly critical eye over your work.

While I think it will take me a long time to mend and process, I now feel more positive and confident and I am ready to get back to work.  With this in mind I have declared this day "day 0" where I will focus on reviewing my strategic plan and creating both a plan for the next 13 weeks and a new daily routine.

My focus now is on both improving and finding employment.  I particularly want to get an artistic position, but will be looking to get anything I can in the short term, as after a year and a half of study our finances are drastically low.

If you are an employer or know of any positions that are open in the Canberra area (or remotely) please check out my show reel and portfolio on my website: www.balen13.com

As I get back into a routine I will be doing daily updates once more.


Thursday, November 27, 2014

Online Portfolio, Show Reel, and Finishing up at AIE

The redesign of my website into my Online portfolio is now complete and can be viewed in full at:
www.balen13.com

Its completion marks the end of a year and a half study at the Academy of Interactive Entertainment Canberra towards an Advanced Diploma of Professional Game Design (Art) from which I will soon be graduating.

For my profile pieces I have chosen my work on the Sonshine Major Production assignment, Sveta from my character assignment, and the subway from my environment assignment earlier in the year.


And from these I pieced together my Showreel:


It feels a little strange now not having an assignment to work on, but I have a number of personal projects at various stages in the pipeline that I will now be working to get complete, however first I feel like working on my digital painting, and towards this I'm conducting a study of the works of Rembrandt.  This morning in Corel Painter,  I did a quick sketch study of his 1630 self portrait "Wide-Eyed":

The original can be found here:
http://www.rembrandtpainting.net/slf_prtrts/wide_eyed.htm

Sunday, November 23, 2014

Major Assignment Review - Sonshine

For the Major Production assignment component of my Advance Diploma in Professional Game Design (Art) at the Academy of Interactive Entertainment I participated in the Sonshine game project.  The team I worked with was:

Natasha Cooper - Project Lead/Programmer
Jacob Connelly - Lead Programmer
Anton Kurtz - Programmer
Chris Beacock - Lead Artist
Bradley Craven - Character Artist & Animator
Eddy Gotts - Environmental Artist
Daniel Plaister - 3d Modeler
Harley Gilbery -  3d Modeler

Sonshine itself is a world exploration game in the oculus rift about the strength of the relationship between a mother and a son.  In the game the son is the sole source of light for the world and he lights up when his hand is held.  To maintain his brightness however you need to find light fruit scattered around the world which recharges his batteries for a while, and allows you to navigate round the level.

In collaboration with Jacob Connelly, I constructed the first level as pictured above.

Asset Breakdown:

Here is a breakdown of the assets I created for the project:

The Light Tree and Fruit

Unity Terrain Paint-able Textures:
I completed Textures for Dirt, Stone, Spring Grass, Grass, Rocky Ground, and 2 different Cliffs.  The ones pictured below are the most used in the game.
I also did basic textures for Summer, Autumn, Winter, Snow, Rocky Snow, Ice, Cobblestone Path, and Sand but due to time requirements they were not used in the game and so were not polished.

Trees:
For the game I created Trees for Birch, Bird Cherry, Common Hazel, Oak, Aspen, Rowen, Red Alder, Pine and Spruce

Bushes:
I completed 5 Bushes for this game

Grasses:
For sonshine I created a number of grass sprites for use in terrain painting, these were: Enchinochloa Cruss Galli, Fountain Grass, Oat Grass, Purple Millet, Cord Grass, Hair Grass, and Reed Grass

Flowers:
I created both Garden and Wild Flowers for this project: Tulip, Rose, Gerbera, Gardenia, Daffodil, Alpine Catchfly, Alpine Gentian,
Bee Orchid, Bird's Eye Primrose, Chamomile, Lavender, and Heather


Rocks:
I created seven individual rocks, and two sets of rock stairs


Garden Bed


Castle Ruins:
I created a number of castle ruin models for the game, unfortunately due to time restrictions these did not end up implemented in the game, so the textures were not completed.


Thursday, November 20, 2014

Photoshop/CrazyBump/Maya - Hand Painted Tileable Texture Tutorial

This tutorial sets out to guide you through a process of creating hand painted tiling textures for use in game engines.  The tutorial will primarily be in Photoshop, but will also be using CrazyBump for Normal and Specular maps.  I have chosen CrazyBump over other applications such as NDO because it is simple to use and runs stand alone.  I find that the results are usually better with NDO but because it is a photoshop plug in I often have difficulties in getting it to run properly.  However as the differences in work flow is similar between the applications you can apply this to whichever normal map creation software you prefer.

Step 1 - Reference
To start with try to get some idea of the texture you wish to create, if it is for a wall for instance, what is the wall made of?  For this one I have chosen a plaster wall that is damaged and showing underlying brick.  The image I have chosen is from CG Textures and is available here:
http://www.cgtextures.com/texview.php?id=71118&PHPSESSID=c3b150v7mbuor09m7kpqvncdl3



Once you have gathered your reference open up Photoshop and open a new document, for this one I am going to initially start with 1024x1024 sized texture but then raise it up to 2048x2048 for the final image by duplicating the texture which will allow me to check it tiles correctly.

Open up your reference and put it up beside your new image so that you can quickly refer to it.

Step 2 - Basic Form and Colour
Video sped up to x4

To get started I pick a dark shadow colour and fill the image with that.  I then start laying out the basic forms of the brick work in a new layer, I will paint the plaster over these bricks, but its easier than trying to paint bricks in the gaps.

When I've covered the screen I do an Offset to make sure they tile, this is found in the Filter menu under other, offset...

In the offset window enter values for half of your image size for both Horizontal and Vertical, in this example that would be 512 for both values.

I then paint out the edges that appear and repeat until no edge lines appear with an offset.

When I have the basic brick forms I want I select them with CTRL + A and transform (CTRL + T) then to fit one quarter of the image.  I then Switch to the move tool (V) and holding down Alt when I click to drag creates a duplicate of the brick work, which I move into position to fill the image with the now smaller bricks.

I ended up with a slight line running through the middle so I clean this up with the brush tool (b).

When I am happy with that I create a new layer and start blocking in the plaster, trying to capture the feel of the plaster on the reference image without copying it directly.

Step 3 - Normal and Spec Map Creation.
Video is sped up to x2

I am now ready to generate the normal and specular maps.  It may seem early in the process but I have noticed that applications such as CrazyBump seem to get better results with base colours rather than the fully rendered diffuse, as things like added rim light will stick out in the normal.

As the image is not fully rendered at this stage I wanted to add some noise to the image to give some variance in the normals.  To do so I created a new layer, filled it with the paint bucket tool (G) in the same colour as the plaster.  I then add a difference cloud by going filter, render, Difference Clouds.

Now I set the layer type to multiply so that it blends with the image, and adjust the opacity more to my liking.

I then save the image out that will be used in CrazyBump.  In the video I save as a JPG format, but after getting some artifacts in the final image, I suggest saving as PNG for better quality.

Open up CrazyBump and click the open button.  Select open photograph from file, and then select your image and click open.  Select the shaped map that you want (in this case the one with the bricks coming out rather than recessed).  As this is a wall texture and will be displayed on a flat surface I change the preview sphere to a Cube, and start tweaking the settings.  Once I am fairly happy with it I check out the other maps.

I save out the normal, occlusion and Specularity maps (again save these as PNG unlike in the video, I realised this mistake at the end) and close CrazyBump

Step 4 - Brick Shading
Video is sped up to x6.5

I'm now going to refine the brickwork a little more, but I don't want to waste time detailing bricks that are not going to be visible, so I lower the opacity on the plaster layer so I can see the bricks more clearly while still seeing where it sits.

I then go through and start adding a dark edge around the bricks, and then start defining the faces of the brick, and then with a lighter colour start to add some rim light to the front face of the brick.

To add some variety to the brick work I then some groups of brick and using the Hue/Saturation Adjustment (CTRL + U)  and ticking the colorize tick box adjust it to a desired colour.  Repeat for a few different colours, and then add a little refinement to those.

Step 5 - Detailing the Plaster

Video is sped up to x6
Going back now to the plaster layer, I turn the opacity back up to 100% and Selecting the hard round at a small brush size (around 3pixels) I start adding an edge around the plaster, as well as some cracks.

I then switch to a larger Soft brush and start adding some shadow round those edges, and on the plaster.  I then reduce the size of this brush and with a light colour start adding rim light to the plaster. and switch to a light blue colour and a slightly larger brush continue to add light around those edges.


Step 6 - Detailing the Brick
Video is sped up to x6.5

Now I go back to the brick layer, after reducing the opacity once more on the plaster.   and I go through and add rim lighting to the brick.  with the different coloured sections I try to add bounce light from the different colours around the bricks, for example the bluish grey bricks get some orange around them, and the orange bricks some blue.

At the end of this I do another offset, just to check that they are still tiling correctly.

Step 7 - Polish and Ambient Occulsion

Video is sped up to x8.75
Going back to the plaster level and setting the opacity back up I notice that when zoomed in I missed detailing in a few sections of plaster, so I go and correct this now.  When that is done I do another offset and make sure its still tiling.  As I thought the shading need to be corrected, I do so, and then offset back.

I'm now going to create a custom brush to add some detail to the plaster, to do so I create a new image (CTRL+N) with the dimensions of 512x512.  Using both soft and hard brushes I create a quick paint of bit of stain in the wall with a few cracks.  I then use the Texturizer in the Filter gallery to add some sandstone texture to the image.  I then use a soft eraser to fade some of the edge, and using the wand tool I click on the wight and then invert the selection (Ctrl+ Shift I) and then click the refine edge button on the top bar.  In this window I add some feathering to the selection.   I now create the brush preset by going edit, Define Brush Preset... I then name the brush and click ok.  closing the image I now go back to my texture and select my brush preset.

Before using it however I need to set up the brush.  I turn on shape dynamics and change the size jitter from pen pressure to off, add some angle jitter, turn on Colour Dynamics, and add some hue and saturation jitter, turn on transfer and set opacity jitter to off and flow jitter to pen pressure.  Basically just adjust settings until you are happy with the brush, then click on the brush presets panel to re-add the brush with these settings so that reselect it without having to redo these settings.

As I'm planning to start with the brush in a large size I use the wand tool (W) to select the empty area in the middle and then reverse the selection (Ctrl + Shift I) so that I can preserve this area.  I then start brushing over the plaster.

Then I go back over the brick work, just refining it a bit more and then move back to the plaster layer. This is the polish stage, so its really just adding or fixing elements that stand out to you.

Another offset and correction to maintain the edges.

Once I'm happy with that I go back to the brick layer and create a duplicate of that layer, I then use the texturizer in the filter gallery to add some texture to the brick, and then adjust the layer type until I am happy with the effect, in this case I went with lighten.

I now save out the PSD file and then flatten the image.

I open the Occulsion map we saved from CrazyBump and then Paste it into a new layer, and set this layer to multiply.  I flatten the image once more and then flatten it once more.

Step 8 - Resizing maps to 2048x2048

Video is sped up to x4

Now you don't have to do this step depending on your needs this texture is fine now to use, however I like doing this step to check the tiling is working correctly and allows you to use the texture at a higher resolution.

To do so we go to image, Canvas Size... (Alt+Ctrl C) and add the new size as 2048x2048 Pixels, before hitting ok, click one of the corners in under anchor and click ok.

Then using the move tool (V) and holding down ALT to create a duplicate, then move it into position and fill the image.  Note that as the canvas size has filled the background when you duplicate it will take some of that background, in which case I find it easier to go across, then diagonally down, then across again, as this prevents having to adjust the layers.  I then merge down all the layers.

You can also break up the repetitive nature of the texture at this stage if you like by changing the middle using the clone tool and brush, if you avoid the edges it will still tile correctly.  I'm going to leave it in this case however and so I save the image out as a PNG file.

I repeat this process for the normal map and Specular map.  However I find that the specular is appearing somewhat pixelated, so after merging the layers I apply a little Gaussian blur to the image to soften this, and then use the smudge tool with my textured brush to smooth out the image.

Then with a small brush I go across the image adding scratches and marks to the edges.  This can be done before resizing to make it quicker, however in this case I decided to do it in the larger size so that it would break up the repetition in a subtle way.

Going back to my textured brush I go over the specular making darker patches, and then save the file.

Step 9 - Applying to Mesh

Video is sped up to x2


Going now to Maya, I create an Plane from the polygons bar, and scale it up.  I open up the UV Editor and check that it is filling that square.  Satisfied I right click on the plane and select Assign new Material, I select a Blinn and turn off the reflectivity, and then add the diffuse to the colour.

Going back to the material attributes I add the Normal Map to the Bump Mapping, and the Specular to the Specular Colour.

I found the normal map was appearing a bit stronger than I like so adjusted the bump depth.
You will probably notice at this stage in the video that the bump map makes it a little pixelated, this was due to me saving the normal map as a JPG by mistake.

I then tweak the blinn settings a little, until I'm reasonably happy with the result, and in this case I come to the conclusion that my Specular map is too bright.

Step 10 - Tweaking the specular

Video is sped up to x3

Back to photoshop I bring up the specular map, and open the Brightness/Contrast window, through image, adjustments, brightness/contrast...  I adjust that slightly and then go to images, Adjustments, Levels... (CTRL + L)

I adjust the Light and dark scales, but in the end adjust the mid value towards the light to make the image darker.

I then save and apply it in Maya.  Moving it around I'm more happy with this version, and with that, the textures are finished.



Monday, November 3, 2014

Major Assignment - Textures Polish

Since the last post I have been working on polishing up my textures, which included increasing the image size from 512 to 2048.

Those that have been following along may notice there are less Terrain textures that first posted, as they didn't end up being used in the game, I have not polished them, but I may add polish to them at a later date.


Assignment comes to a close tomorrow, and we're on target, I believe just some tweaks to go before its ready to build!

Wednesday, October 22, 2014

Major Assignment Catchup

So its been a few weeks since updating here, the reason for the lax in updating has been that I got a bit stuck in creating castle ruin assets for the project.  Many of the approaches I was trying just didn't seem to be working and I was feeling down in relation to what I was producing.  In the end it came down to a matter of perspective, I was trying to do the whole at once rather than breaking it down into smaller segments that would build up the whole.  Once my perspective was changed I was finally able to get work on the assets done in earnest.

These are still very much work in progress, and the current textures are just placeholders for presentation purposes, although I will be using it as a guide in creating the final textures.  I also still need to bevel and refine a number of the assets to improve their appearance.

Here are the render close ups:

Norman Style Bailey, based of the one in the town of Castle Acre in Norfolk, England
The rest of the ruin sections are based off several different castles throughout England:




Tuesday, September 30, 2014

September Monster a day challenge - Completed



Around mid September I did an ImagineFX tutorial of a one hour monster, and this inspired me to set myself the challenge of completing a number of monster designs each day, based of this chart I created:

Monster a day, 1 hour challenge:
September 14 - Mammal Biped

September 15 - Mammal octapedSeptember 16 - Microsopic Deep sea Biped + Multiple arms/wingsSeptember 17 - Mammal Arachnid Quadriped + 2 arms/wingsSeptember 18 - Space Insect Quadriped+ 4 arms/wingsSeptember 19 - Mammal Space Quadriped + arms/wingsSeptember 20 - Arachnid Insect Biped + Multiple arms/wingsSeptember 21 - Space Mythological Quad + 4 arms/wingsSeptember 22 - Mythological Microsopic Quad + 4 arms/wingsSeptember 23 - Insect DeepSea BipedSeptember 24 - Insect BipedSeptember 25 - DeepSea Space OctapedSeptember 26 - Mythological Quad + 2 arms/wingsSeptember 27 - Arachnid Space Biped + Multiple arms/wingsSeptember 28 - Microsopic Mythological Quad + 2 arms/wingsSeptember 29 - Deepsea Mammal Biped + Multiple arms/wingsSeptember 30 - Arachnid Mammal Biped + Multiple arms/wings



September 15 - Mammal octaped
September 17 - Mammal Arachnid Quadriped + 2 arms/wings:
September 19 - Mammal Space Quadriped + arms/wings:
September 20 - Arachnid Insect Biped + Multiple arms/wings:


I started out doing the whole process but by about the third day I realised I wasn't happy with the thumbnails I was doing and how it effected the end product, so I cut it back and concentrated on the silhouettes rather than completing it to a colour illustration. here is the results:


September 14 - Mammal Biped:
 Thumbnail:
Illustration:



Thumbnail:

Illustration:





September 16 - Microsopic Deep sea Biped + Multiple arms/wings:

September 17 - Mammal Arachnid Quadriped + 2 arms/wings



September 18 - Space Insect Quadriped+ 4 arms/wings:

September 19 - Mammal Space Quadriped + arms/wings:

September 20 - Arachnid Insect Biped + Multiple arms/wings:
September 21 - Space Mythological Quad + 4 arms/wings:
September 22 - Mythological Microsopic Quad + 4 arms/wings:
September 23 - Insect DeepSea Biped:

September 24 - Insect Biped:

September 25 - DeepSea Space Octaped:

September 26 - Mythological Quad + 2 arms/wings:

September 27 - Arachnid Space Biped + Multiple arms/wings:
September 28 - Microsopic Mythological Quad + 2 arms/wings:

September 29 - Deepsea Mammal Biped + Multiple arms/wings:


September 30 - Arachnid Mammal Biped + Multiple arms/wings:
and to end I illustrated one of these:



Looking back at the images, and the experience, I really want and I think need to improve at each step of the initial tutorial, starting with the thumbnails, which is a challenge I will set for October.  In terms of the challenge I certainly believe that its been of great benefit, even if just motivating me to spending that time just on development rather on a particular project.

Major Assignment Week 6 - First Level

A lot of what I did towards the major assignment was tweaking this week, I got a lot of my teammates assets, cleaned up, scaled and then into unity, added some polish to some textures and progressed the first level environment closer to the final layout.  In terms of assets I also did two sets of stone stairs (one set pictured in the screen shot below).



Since then I've been learning 3ds max, which is taking me a bit longer than I thought it might in getting comfortable modeling in it, but I hope to do a number of castle ruin type assets in 3ds max both towards this project and for my portfolio.