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Art Streams with Game Industry Artists
For the past several weeks, we've been hosting a show called "Game and Art" on Twitch. Hosted by video game industry artists, each themed show centers around how video game art assets are made in various programs while one of us analyzes a video game being played in real time. It's a lot of fun and the guests have a great sense of humor!
We're finally ready to debut it to the world. Our next showing is Wednesday, September 17th at 7:00 PM Pacific. You can watch it live over at http://www.twitch.tv/vampirebox!
If you want further updates, join the public Facebook group for scheduling, announcements, and discussion. https://www.facebook.
Better Ambient Occlusion
From my personal blog @ 7/29/2012 https://www.bwritter.com/1/post/2012/07/better-ambient-occlusion.html
Most people are content to set ambient occlusion passes to multiply and be done with it. But did you ever notice this looks kinda.. bad? Contact shadows aren't black, and they certainly don't interrupt light sources.
It may not be your fault. Photoshop doesn't have what you need to do this properly.
You need a way to convert your grayscale AO pass into black-on-alpha. The only program I'm aware that can do this quickly and without data loss is Adobe Fireworks. (Trust me, I've tried everything under the sun to get this effect in Phot
Animation project, 'Found.'
https://www.facebook.com/v/10100629326007638
My Junior animation project is completed. Critique is always welcome. I chose an "environment-centric" production path, meaning I was allowed to take some shortcuts on character animation for the sake of working on the environment and special effects. There's only so much you can do in one semester...
Modeled, textured, and animated in 3DS Max 2013. Rendered in Quicksilver. Composited in After Effects.
Painting with color in CG
https://www.bwritter.com/1/post/2012/04/painting-with-color-in-cg.html
Please view this journal on my personal site as it contains pictures.
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There's an interesting divide between those who paint with color and those who paint with value. Neither one is wrong. When it comes to CG, however, you're usually limited to the Blinn model of shading. Blinn paints with value, specifically adding black and white to surfaces depending on how much light falls on each plane based on its normal.
But what if you don't want make shadows with black? You can certainly change the shadow color of a light, but that doesn't affect the Gourand shadows pro
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