Tuesday, 27 October 2015

Industry Workshops



Been a while since updating my Blog, a little too long perhaps



A lot and not too much has happened honestly, been working on one of the polycount challenges to which I have had moderate success, though without any repercussions  to not completing it within a time limit its been rather difficult.



As a result I have decided that the reason to this is not because I lack vision, but because I have lacked skill to achieve the shapes I want in a 3D space, even when it comes to complicated assets such as Victorian era architecture or small details. What has held me back most was not knowing how to retopoligize to use shapes from ZBrush into Maya and then into a game engine.



This lead to me deciding to take an immense financial risk and attend an unknown even to me called “Industry Workshops”, which was being hosted within the Vaults at Waterloo station.

Going to this event was probably the best decision I have ever made, meeting industry people from all sections of the creative digital arts, even Titus Lunter was there. During my time there and talking to these famous artist rely game me some insight into becoming more creative and how to get around lack of motivation due to lack of skill and speed.



One of my most interesting moments was talking to the employees of Splash Damage and the Art Director of Creative Assembly’s Total War series. Both had extremely good input in my portfolio and tips on getting into the industry and how to go about presenting my work, as well as talking about studio life and culture.



All this has motivated me to dive into the arias I need improvement on and work on improving those skills before attempting anything that I do not know how to attempt to create.



A lot of information to process and use, but for now I’ll be working on improving my ZBrush skills and creating more detailed Environment assents for games.

Hear is the results of my improvements so far.










Fairly messy Topoligy, apparently if your not vertex painting or vertex lighting the scene much then its OK, so long as you clean up some of the tris and clean it up a bit. 

Next was some PBR practice so I created a simple Rock Cliff texture that came out much better than I expected.



Now that i feel that i have got the skills in PBR and modeling, I want to work on creating Organic Trees and Foliage and create something along the lines of a Roman ruins.