How to know when you’ve outgrown your old friends My best friend once shit herself in Kings Cross Station. It was a classic tale of girl meets churro, churro seems harmless, churro causes unspeakable chaos in girl’s digestive systems. We all know how it goes. Now, it’s probably not the kind of thing she wants to be reminded of. Creating first environment – basics When working on a 3d game by yourself you need to have knowledge about preparing scenes. In this post I will give you some tips about: Static and dynamic lighting your levels,Using Unreal Engine 4 tools to prepare scene, Basically lighting and preparing scenes is big piece of cake of game development and there are separate positions for people doing this. Graphics Level Designers, Lighters, Meshers – it depends on company, but mostly they have graphics knowledge. If you are doing game with “realistic” graphics (as I’m doing) unfortunately you need to have good computer to work with. 4 cores CPU, SDD disc and good graphics card.
Fairtrade Case Study – DUNCKELFELD We are a part of the fair trade movement. Besides developing a facebook application, we also produced several campaign films. Scroll down Client: Fairtrade One1more2time3's Weblog wild west two more recreated backgrounds from PECOS BILL, the last segment of disney’s 1948 MELODY TIME. © disney enterprises, inc title A Comprehensive Look at Hard Surface Modeling for Video Games Timothee Yeramian has made a great hard surface tutorial with Max entitled - A Comprehensive Look at Hard Surface Modeling for Video Games, which can be viewed over on Vimeo Quote: "Its finally here! "A Comprehensive Look at Hard Surface Modeling for Video Games." This video is aimed for people who are already familiar with basic modeling in 3DS Max and are looking to learn about the pipeline environment artists use in the industry.
Fresh Education For Creative Professionals Inspirational Videos For Designers – The Big Collection The biggest collection of inspirational videos for designers is here. TED videos for designers The Best of Creative Mornings You see, as much as I love full-length features, sometimes what you really want is just something quick to watch and get inspired by. I love seeing how amazing speakers are spreading their great thoughts, ideas and projects on TED. posts from a wannabe animator I do compositional lectures a lot in my classes, as well as at the occasional convention. I’ve been asked to post them, so here’s part one: The Schweizer Guide to Spotting Tangents!Comic art is, as a general rule, a line-based medium. I know, I know, there are plenty of artists whose work is painted, or who depict their subject in ink using solely light and shadow. But these folks are unquestioningly in the minority, as the history of printing technology originally dictated the use of line to depict form in the early days of comics.
'Sister' Styling: University Lookbook - Charlotte's Web Hello! Today I'm sharing a little more of my ~creative/professional life~ and giving a snippet of a lookbook I recently styled as part of one of my university projects! It was SUCH a fun (albeit stressful project) but it's really cemented for me that styling is a sector of the industry I want to be a part of. The lookbook (which autocorrects to cookbook every god damn time) is for a brand we were tasked to create and provide a supporting brand handbook for and our group have had a great time completing this assignment! How to create custom rig controls in 3ds max? In this tutorial, I am going to show you how to create your own rig controls in few easy steps. We basically create controls to drive our rig but they also make the animation process much easier as we can manipulate and pose the rig easily with the help of these controls. In animation, we generally do not manipulate the bones directly so these controls also help us to avoid the direct manipulation of the bone objects.
The New Facebook Wordmark, a Backstory In the spring of 2013, after I finished a custom typeface for Facebook, designer Scott Boms asked if I’d be interested in reworking the company wordmark. At the time they were rethinking a number of brand elements and including the wordmark seemed logical. The original was a lightly modified version of my typeface Klavika, released in 2004, so it seemed like a reasonable starting point for the next phase. The Facebook design team forwarded a wordmark reworked in-house to give me an idea of where they were headed (fig.1). But, they mentioned it felt weighed down by the baggage of the old one.