Updates, Updates...
So....yeah...Nexus...haha. It's been a rollercoaster ride since my last post, which was our Vertical Slice presentation. Up and Down. Game Sucks. Game Rocks. Game Sucks. Back and forth nearly every day and week its a different story with this team and this project, but I think I'm at the line now where I can see clearly now (the rain is gone) what's left for me to do for this project, and the finishing touches I have left to be a part of and dedicate my time to. Check out the facebook page for the Nexus game and you'll see a pretty nice lookin environment and character, both of which I'm proud of having a part in.
The rest of my time has been some soul-searching, career-thinking, life-managing, etc. It's good to ponder over something that doesnt have to do with poly-counts or pixel-size, kinda makes you feel, you know, Human. I'm doing a lot better of a job staying Human for more hours of the day each day, putting things into perspective and starting to live by the "Life is too short" mantra. It's beyond important to me, and I know I hear on all these sites (hell, I used to say this crap too 24/7) You have to LIVE, BREATHE, and EAT 3d MAnnnnn. You gotta be ALL IN BROOooo. But I'm starting to see the serious consequences with living like that, and I'm now tailoring my lifestyle so that I can continue to improve my skills, but....Hey...I actually....HAVE a Life, enjoying my family, friends, etc. and not sitting at a desk the whole day like I used to. Just gotta commit to it.
Anywho, enough about me, more about.....well, me:
I've been working on this Aero Infantry Unit girl (You can see a picture in the 3D Characters section (Oh by the way, you may notice that the website is completely re-hauled since my last post. Pretty sick, I'm very happy with it :) ) I went ahead and sat down and watched the Eat 3D Tutorial for Hard Edge High-Polygon Sculpting. It's the one with the big mech guy. This tutorial is simply....Wonderful. I give serious props. The method I was using for that sculpt I did? Pretty bad. Feels good to learn from mistakes. Turns out though, I'm going to abandon the sculpting method for making the mesh armor pieces, and instead switching the projects focus to a Hard Edge Modeling in Maya project. Should be a lot easier on me since I have no sketch sculpt to work from, and have to work from scratch anyways. Should be completely done by the portfolio date, which is 6/27. Let's see how I do :)
Let this also mark the last time I do any kind of curvy female character for a Good, Long While. I love how I can laugh at pervy artists....and then end up sketching girls for an hour straight and realize I'm just as pathetic.
Take care all,
-Mike
So....yeah...Nexus...haha. It's been a rollercoaster ride since my last post, which was our Vertical Slice presentation. Up and Down. Game Sucks. Game Rocks. Game Sucks. Back and forth nearly every day and week its a different story with this team and this project, but I think I'm at the line now where I can see clearly now (the rain is gone) what's left for me to do for this project, and the finishing touches I have left to be a part of and dedicate my time to. Check out the facebook page for the Nexus game and you'll see a pretty nice lookin environment and character, both of which I'm proud of having a part in.
The rest of my time has been some soul-searching, career-thinking, life-managing, etc. It's good to ponder over something that doesnt have to do with poly-counts or pixel-size, kinda makes you feel, you know, Human. I'm doing a lot better of a job staying Human for more hours of the day each day, putting things into perspective and starting to live by the "Life is too short" mantra. It's beyond important to me, and I know I hear on all these sites (hell, I used to say this crap too 24/7) You have to LIVE, BREATHE, and EAT 3d MAnnnnn. You gotta be ALL IN BROOooo. But I'm starting to see the serious consequences with living like that, and I'm now tailoring my lifestyle so that I can continue to improve my skills, but....Hey...I actually....HAVE a Life, enjoying my family, friends, etc. and not sitting at a desk the whole day like I used to. Just gotta commit to it.
Anywho, enough about me, more about.....well, me:
I've been working on this Aero Infantry Unit girl (You can see a picture in the 3D Characters section (Oh by the way, you may notice that the website is completely re-hauled since my last post. Pretty sick, I'm very happy with it :) ) I went ahead and sat down and watched the Eat 3D Tutorial for Hard Edge High-Polygon Sculpting. It's the one with the big mech guy. This tutorial is simply....Wonderful. I give serious props. The method I was using for that sculpt I did? Pretty bad. Feels good to learn from mistakes. Turns out though, I'm going to abandon the sculpting method for making the mesh armor pieces, and instead switching the projects focus to a Hard Edge Modeling in Maya project. Should be a lot easier on me since I have no sketch sculpt to work from, and have to work from scratch anyways. Should be completely done by the portfolio date, which is 6/27. Let's see how I do :)
Let this also mark the last time I do any kind of curvy female character for a Good, Long While. I love how I can laugh at pervy artists....and then end up sketching girls for an hour straight and realize I'm just as pathetic.
Take care all,
-Mike