Yeah, a bit of freetime ahead!
I’ve finally decided to buy World Machine & Geo Glyph 2 and I’m not disappointed. This software is crazy and it’s totally worth it. I’ve big plans for it, the first behing a new and massive personal project.
It’s been a while!
Reason why I’ve not made any update to my portfolio or blog is because I’ve been devoting all my time to being an Environment Artist at Spiritwalk Games. I’m super stoked on the position, the job is super challenging and the project we’re working on is awesome so it’s all I could ask.
Personal projects will be put on hold for a while, that’s for sure, but a few interesting ideas are slowly building in my head so I’ll get back to it, sooner or later! In the mean time I wish you all best luck with your art!
Day two, another substance. 2h30 on this one. Still meh but I’m learning my ways around the software.
Hey! I’ve started fooling around with Substance Designer today. First try ever, it’s been a while since I’ve wanted to try it and the software doesn’t disapoint. It’s so powerful!
I’ll be soon working on a great game with a super talented crew of artist from all around the world and Substance Designer is part of the workflow so I have to catch on and learn the software asap. I’m feeling confident since nodal workflows feels very natural to me but still, need to take this seriously! Tricky part is to make a readable graph to share with coworkers.
Anyway, here’s my first try. Result isn’t great and would have benefited greatly from studying references but I felt like I just wanted to see where the software would take me and experiment. I’d say not too bad for a first substance ever but the node graph is horrible as you can see haha.
Hey guys! It’s been a while!
As you can see I didn’t upload any content lately. My last post was concerning my final sketchfab entry, which I won! I was so stoked to win first place, I couldn’t believe it, especially with the amount of talented artists who participated in the contest.
Although I personally think some entries were better looking than mine, judges gave me additional points for my in-depth story telling, use of animation & annotations and creating an environment that, for them, perfectly fitted with the overall vibe of the contest. Stoked, thanks guys!
Shortly after that, I’ve been interviewed on BlenderNation which was cool as well! Read it here : http://www.blendernation.com/2016/09/12/artist-interview-ghislain-girardot-winner-sketch-fab-wow-contest/
Then I took some well deserved vacations. It’s been years since I did not take a proper break from 3D. I’m always working on pro or personal stuff all day all year that I felt I really needed a break, especially after the contest.
I received the Oculus I won with the contest not so long ago and all I can say is that it’s amazing. I underestimated the feeling of immersion it gives you. I played some demos and my mind was blown. I’m now googling for a more long term game that I could play on VR and my strongest choice atm is Elite: Dangerous. Spacesim looks like the kind of game that VR can push to the next level. I also tried Project Cars (I already played it quite extensively without VR) but I felt that the track far in front of you doesn’t really read very well in VR. Since the cockpit takes a huge part of the screen and all the important information (opponent cars and track/turns ahead) are so tightly concentrated in a very small portion of the screen (near the horizon), the DPI of the Oculus doesn’t suffice to render sharply so many geometric and depth information in such a tight space. Anyway, still amazed by the Oculus. Can’t wait to try Elite:Dangerous. I’m just waiting for Thurstmaster T.16000 M FCS Hotas to be released (should be this month) to buy it from amazon (since I also won a 90€ reduction coupon with the contest).
Lastly, I’m in discussion with two different company for a freelance job soon so vacations are coming to an end! I’m not sure if I’ll be back with a new personal project yet but we’ll see!
Hi guys! It’s been a while 🙂
Due to holidays, I’ve not worked on my entry as much as I would but it was a fun contest!
Here is my final entry :
Best luck to all participants and cheers 😀
It’s been a while! Progress is slow but steady. It’s still a bit of a mess but I’m trying my best 😀
Update! Still not much too show really but I’ve been thinking a lot about UVs and tilable textures. I tweaked a lot of things so I could bake as much AO and lighting information as possible without using too many unique textures while still being able to paint details and patterns without too much stretch or repetition.
It’s a long process but in the end the texturing process will be much quicker and easier.
Here is my AO pass so far. Next step is top/down gradient and top lighting pass to further crash test my UV’s.
Done for today I think! Unwrapped some of the props and trashed some values and colours to see what could be possible with a lot of textures tiling re-use.
And, done! Hope you like the textures. I scratched my head a lot to get the right color scheme 😀
Just kidding, I’m planning ahead here before unwrapping by color coding some assets that could use the same texture. The rest will use unique texture with a lot of mirroring. At least that’s how I’m gonna start to texture it. If I have some time left once I’m done and if some props could be largely improved with more unique textures, I’ll go ahead.
Those are the only unique props used in the scene by the way. Everything else is duplicated.