For the last month or so Techtonic Games has been working on the new Space level for Bust-n-Rush, Here's the newest trailer!
Follow the progress of two prospective 3D artists as we make our mark in the digital entertainment world...
About Us
- Captain Rara and Miss Jolly
- Two recent college grads with major's in Applied Computer Graphics. This blog has been created to show off works in progress, while hopefully receiving feedback from fellow digital artists.
Wednesday, November 16, 2011
Bust-n-Rush Space Trailer
Labels:
BNR,
Bust n Rush,
Bust-n-Rush,
Techtonic Games,
Techtonic Games Inc,
TGI
Thursday, November 10, 2011
SCI Projects and Life...
Author of Post: Captain Rara
As mentioned in my previous post, I had been working on some contracted stuff for Smooth Curves Interactive. I'm in the process of creating three different mobile apps: Muzicube, ZombyPop, and an unannounced project currently.
I'll post some updated work from them here.
From Muzi:
New Icons are Highlighted |
From Zomby:
Unannounced Project:
There will be more in the future! No worries.
Till then!
Monday, October 17, 2011
Bust-n-Rush Reveal Trailer
Labels:
BNR,
Bust n Rush,
Bust-n-Rush,
Techtonic Games,
Techtonic Games Inc,
TGI
Sunday, October 16, 2011
Author of Post: Miss Jolly
Hello! I apologize for my abscense, but I'm really excited to share what I've done in the past six months.
During the GDC, both Rachel and I got a lot of good feedback on Grungy Bathroom. But almost immediately after GDC, I was given the opportunity to take an art test for a start up company. I was completely distracted from Grungy Bathroom, and to Captain Rara I apologize sincerely. :( This start up was a result of my roommate and his uncle combining their talents to create a company made up of Chico graduates. The art test consisted of several parts, but my favorite (and all consuming) part of the test was the pixel art. There were five images requested. A tree, a sheild, a chest, a bottle and a sword.
I started with the tree, due to the fact that best tutorials I could find were all foliage based. This took more than a few hours, but I was really happy to be doing such a zen art form. This also lead to me taking much longer on small things. Like leaves.
Next I tried the shield. I continue to use really dark outlines which is pretty consistent with my drawing style as well. I used some basic texturing practices with the design and stone on this piece.
This bottle was probably the most exciting one to work on out of all the pixel pieces. Trying to make little squares into a round shape is all kinds of fun. Tutorials were very useful in the making of this one.
I had to use some references, but I think the shading is a little off. I watched a lot of Bones doing this one,
This is my favorite one. I love horror movies and I love gore so I decided to do some sort of demon living blade thing. I'd like to animate the heart beating some day.
After the pixel part of the test, I was asked to do a UI for the game of Tetris.
Now, I'm a big sucker for rust and grunge. I decided to play to what I know, (Which is grunge, if you couldn't tell. :) ) and do a rusted down machine look. I really enjoy combining photo textures with photo realistic painting. Coincidentally, I had been obsessed with Tetris the entire time I was taking the test. I would literally start to dream about falling blocks.
After completing the UI, I was fortunate enough to get the job. The day after I graduated CSU Chico, I moved from Chico to Santa Barbara CA. Since June, I've been working full time for Techtonic Games.
Labels:
Pixel,
Pixel Art,
Techtonic Games,
Tetris,
TGI,
UI,
User Interface
Thursday, October 6, 2011
Onto Bigger and Better Things...
Author of Post: Captain Rara
I can honestly say that I've officially graduated college. My diploma arrived in the mail about a week ago and now I'm officially living in the real world. My summer class had me doing about five different projects. However, they didn't actually pan out quite the way I had imagined. Initially, I had been really excited about the prospect of creating a lot of new portfolio work. Yet as the summer progressed it became apparent that I would end up focusing on just a one or two different projects.
Project 1: The Fruit Bowl Lighting Challenge from 3D render. [Fruit Bowl Rant / Lighting Process and Final Render]
Project 2: Grunge Bathroom. [A project that had started way back in February and has recently just ended. Rant/Issues/Problems will be discussed below.]
Although, I probably could have gotten another one of the other original discussed projects done; I sort of ran into a whole other completely different project. I had some how managed to become a freelance artist through the process of the summer. Under contract from a start up called SCI (or Smooth Curves Interactive); I got the opportunity to create art for mobile games.
Currently, I've been working on 3 different projects for SCI: Muzicube, ZombyPop, and an Unannounced Project.
Unannounced SCI Project |
Current
Projects
Unannounced SCI Project |
Each project has had it's own individual challenges. Ranging from teaching myself pixel art to making low poly character models, these newer projects are something that I've never really had the chance to do. Everything abut each project is something new, we~ll except the unannounced one. My skills in texturing are put back to use in creating these rusted/old/worn/used keys.
But, I digress. Seriously digress.
Grunge Bathroom!
Until I can find an animator who may be willing to help animate the camera for me, Grunge Bathroom is hence forth done. Check out my
It's short. I get that. But it took nearly 10 hours for my computer to render that scene. The entire scene is incredibly high poly, and my render settings are probably not helping. While the original idea of using high poly models seemed like a good idea at the time; that decision may have come back to haunt us.
The majority of my work was focused on the lighting of grunge bathroom. To call this scene a challenge would be an understatement. To be honest, I really hadn't though it would be too big of a challenge, but I was proven wrong. Most of my projects have had an off-screen light source or indirect light which is usually from outside. Because of those facts, I spent a good while on just the lighting because I had never really just lit an indoor scene. I found myself looking up grungy looking bathrooms or incredibly horrible
I had issues with the scene just being too neutral in color or it was just a bit too dark and a bit too hard to see in general.
Earlier Attempts:
Things weren't just working quite right.
I probably restarted the lighting about five or six times. In the end, I decided to focus the light in one particular area. And ended getting the final result as shown below. ↓
Final Stylized Version |
Lighting Layout:
As also mentioned in the previous post, I attempted to learn how to use Mental Ray lights. To an extent I understand them yet they're still something I've yet to truly understand. I'm not even going to get into that discussion. =|
So I think I'm winding down on this post. Oh! Although a little late, I meant to attach the lighting layout for the Fruit Bowl Challenge but totally forgot. So--
Here it is! |
Cheers!
Labels:
Fruit Bowl,
Grunge Bathroom,
Issues,
Lighting,
Lighting Challenge,
Maya
Friday, September 30, 2011
The Return of Grunge Bathroom: Part 4
Author of Post: Captain Rara
Grunge Bathroom is nearing it's end. This will be the final post on grunge bathroom for awhile. The project itself started way back in February, with the intention of actually applying for an internship. But as many people know, life tends to get in the way.
It was a learning experience to say the least. Laura did the modeling and a good majority of the texturing, while I did some texturing and all of the lighting. The final plan for the scene was to do a fly-through of the bathroom, but animation isn't really my forte. I'll probably go back at some other point in my lifetime and re-do a lot of the lighting.
I'm starting to get a better understanding of lighting but it'll be a long time before I really truly understand a lot of the mechanics of it.
I stuck mostly with maya lights, but I experimented some with the mental ray lights.
Labels:
Grunge Bathroom,
Lighting,
Maya
Wednesday, July 20, 2011
The Return of Grunge Bathroom: Part 3
Author of Post: Captain Rara
Grungy Bathroom is nearing it's completion. A camera fly through of a fully render version of the bathroom will be the end result. A couple things still need to be tweaked but it's almost there.
The light bulb needs some fixing still. |
Camera Path |
Labels:
Camera Path,
Grunge Bathroom,
Lighting
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