I received a pile of scrap metal from a friend. Wanted to build a railing but had to meet city code with the scrap metal given to me; was challenging because no single remnant was long enough to meet the height requirement. I came up with this offset-45 design as a solution. Happy how it turned out!
Some of my models 3d printed. Surreal to hold something in the physical world which previously only existed in digital space. Very cool. These two are made from Nylon.
Ni No Kuni game fan art! I imagine this is how a Familiar would look in the current generation of realtime graphics.
Sadly the Corner Store was cut from Surviving Independence so I'm posting a couple screen captures to archive the level. There wasn't enough production time to add the unique gameplay and scenarios for this level. One video shows the completed base modeling and the other shows nearly final environment art.
Independence has over 500 models & 1000 textures in it. As the only artist on the game, I had to develop fast production techniques. Knowing I wouldn't be able to hand-paint most of the textures, I created an uber shader network. The shader looked-up vertex values I would flood fill onto polygons while modeling. The shader then applied the appropriate base colors for the level theme and added some color variation , edge wear, & damage. I could then bake all the level textures with a single push of a button. This texturing method was similar to a Substance Designer workflow, but lightweight and without having to leave & return to the base 3d application. Below are screen captures showing this technique applied to props in the Corner Store. While this level was cut from the game, this method helped ship the other 37 levels!
Sit, Ubu, sit! Good dog.
Go fetch.
I dug up this character from a backup drive. I made this in 2001. Organic forms had to be made with nurbs and extra care needed to be taken to make sure the surfaces didn't pull apart during animation. Lots of tricks had to be used to join surfaces and create hidden blends. Strangely rigging and animation tools haven't advanced at nearly the rate of modeling tools. Fun flash back in time.
Below are some rig tests. Rigging hasn't changed too much in the last 10 years. Tools to do the job have been streamlined, but we've been moving weighted points based on simple armatures for long time. Dual quaternion skin deforms help, but muscle systems have stayed proprietary.
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