Misc. Post 02 – Introducing Andy…

(The following blog is based on a real life story. No names have been changed to protect the innocent. Reader discretion is advised.)

Hey kids!

I’m Andy, one of the artists working here at Junkfish! Would you like some insight as to what I do here? Maybe you want to see my process for making things? Maybe you want to see me review a product? Maybe you just want to see how I annoy Judy!

Oh the potential! If you want, you folks can let me know (for my next blog) what you want me to talk about through a comment, or whatever… if you like.

For now I’ll just graze over a few topics in general.

The past few weeks have been rather interesting for me, as I have been responsible for taking the monster from its 2D concept and turning it into a textured 3D model. Would you like to see a little concept art of the monster?

 

There you have it kids!

No. Don’t worry, it’s not really a Jabba potato head. I don’t think I can quite show you anything until it’s finished and we have a kind of ‘reveal’, you know?

Maybe in a couple of weeks time I could talk about my technical process towards creating him, but I really have no idea if only the 3D artists among us enjoy that. Feel free to let me know?

I’ll talk a little about the monsters we’ve had in previous prototypes of Maize.

A hideous beast based on the very creatures crawling in your own back garden, what could be more terrifying? Check out those legs, we are masters of our craft, here at JF.

A little less of a scary creation, we call him ‘Sparky’, just because. He looks more like an overgrown, mutated turtle, but a bit more primal and animalistic than THOSE ones. This is the one running around our current prototype but it won’t be in the final game at all! This monster was designed to be a chunky train of meat, that would barrel down the hallways on all fours and just smash you to pieces, pretty much.

 

Casual posing with the Rift

 

As you may or may not know, we have an Oculus Rift here at the office. There’s no doubt that this is a very cool peripheral to use when playing games and I look forward to getting one myself when the consumer version is ready!

But how does it perform when trying to do artist work?

I implemented the Rift into my pipeline for creating textures within a 3D application. At first I thought the Rift was fantastic, never before had I had such an accurate sense of perspective and scale of my characters, or on the monster to be precise. As I rotated around the monster in the viewport, even I felt a little intimidated by the creature. I would describe it like being in the Matrix.

As I went to paint on some ‘gory’ details, I forgot what true reality was. The creature’s torn, bloody arm felt right up in my face. The Rift had assaulted my senses and right then and there I fainted for about half an hour.

 

15 minutes before the accident

 

I have to be careful when creating more ‘gore-less’ environments too. If you are not careful, one quick scroll of the mousewheel backwards will rapidly zoom the camera out. That’s fine, but in the Rift, when you feel like you are really there, you will almost be sure that an angry hawk has just abducted you.

I tried the Rift on a few other applications like Photoshop. Ultimately I was thoroughly unimpressed as the pixels still felt very 2D. Everything remained extremely flat, lacking the depth I so desperately crave. Also, I watched my DVD of Avatar but I did not get the same visual experience I had at the cinema.

Thanks for reading, we grazed over a variety of topics here. You can ask for what you want to hear for next time… if you like?

Cheers,

Andy