Thursday, January 5, 2012
XCOM: Enemy Unknown
We are featured on the cover of Game Informer Magazine's February issue. Have a look at the cover reveal here:
http://www.gameinformer.com/b/news/archive/2012/01/05/february-cover-revealed-xcom-enemy-unknown.aspx
Stay tuned...
Monday, October 24, 2011
nice panel
http://www.youtube.com/watch?v=M-skQwvbuYU
Wednesday, September 7, 2011
friends! the blog is not dead!
things i will post about:
more peter updates
texturing pipelines for production
high poly burnout
managing crunch to avoid project burnout
crunch/family balance
the future!
stay tuned...
Tuesday, July 26, 2011
interesting discovery that makes a lot of sense
food for thought.
Monday, July 11, 2011
another long time inbetween posts
in the coming weeks i will take some pictures of my recent figure drawings. i help put together a small bi-weekly figure drawing session at my work and i've recently had some pretty good drawings come from it.
i am still plugging away at peter. i am afraid the deadline i've set for myself to have him done by the end of august will probably prove unrealistic due to things at work, but it happens. i will try to work through him as quickly as i can so i can get to some new work.
sorry for the lack of picture. hopefully when i can show what i am working on at work, i'll have a rather large blog dump for you. stay tuned...
Thursday, May 26, 2011
long time there, bloggo
Monday, April 4, 2011
Sunday, April 3, 2011
peter with some updates
this is the mr sss fast skin shader on peter. i am currently working on the shader when i don't feel like sculpting, like tonight!
Tuesday, March 8, 2011
Thursday, February 17, 2011
The right stuff
I wish I could post an image of what I'm working on at work because I am trying out a new (to me) process for hard surface modeling and I'm really happy with how the piece is turning out not only in quality but in speed. I took the concept and made a super quick 20 min control mesh made in max and imported into zbrush and started sculpting out hard surface forms completely focusing on form, proportion, and shape balance, worked it up in zb and decimated and brought into max for the retopo and detailing phase. I do not have to worry about how the shapes should flow together while also worrying about topology. I can just retopologize and detail on top of a nearly fully realized mesh. granted I may not save time on this model, but the next one will definitely go quicker now that I have some experience with this. definitely shaping up to be my best model yet.






