Wednesday 21 September 2016

Fresnel Effect

A term I learned today was Fresnel effect. It is when the edges of an object are more reflective.

This could be useful to understand not only for illustration but also somewhat for puddles. I'm sure there are more uses granted the fresnel effect indicates how smooth or rough the surface of an object is.

Emission Mapping and Other Notes

Today Regan and Lena sat down and taught me about emission mapping with some pretty interesting results.

Regan left this on my computer:

objects involved with emissive need to be static so that baking works... you need to bake.

emissive map should have an alpha channel, plug in to albedo and emission

standard shader should have transparency options.

BUZZWORDS!!!
PBR - Physically Based Shading (sometimes called Physically Based Shading)
Emission (in the context of unity GI)

In maya I was walked through creation a neon effect by upping the incandescence. The unity equivalent is emmission. From what I can see they work very similarly.

A difference is in Unity a thing called albedo is referred to. Albedo is both the alpha and the diffuse. This means that I can use cutout to have the alpha make work, but also the colour information weill be added through the albedo too.

Lena showed me a really cool thing that involved gridding up photoshop and effectively making an animation on a 3D object in unity.

https://docs.unity3d.com/Manual/StandardShaderMaterialParameterEmission.html This is all very vital information. It's worth reading about other things in here too.

https://www.youtube.com/watch?v=IW19bguFoHg How to create a neon sign in maya. Very similar to what Lena taught.

Friday 16 September 2016

Illustration of Perfect Society

The thing is, a "perfect society" isn't really something I believe can exist without really weird personal biases that lead to a variety of -isms that shouldn't be happening unless you're talking in such a vague abstract sense that nothing even matters anymore because what you're saying cannot physically apply to any plane of reality... So I drew what I wanted to draw. My idea of perfection is deeply tied to concepts of freedom. By doing what I wanted, I technically performed society running well. I used my instincts, and skill to create something to add to the world's narrative. But I did not tell anyone else that their ideas were wrong. Sounds ideal right.

Look at this


I rendered out the bubble guy at better quality to look at! I'm quite proud of him and I want to play around with Krita~

Thursday 15 September 2016

bubble guy arbitrary tasks thanks

This is what I animated in Krita when I thought about the water stock footage. It's a little bubble character slooshing his way up. I am uploading it as a gif captured with gyazo because Krita keeps giving me an error when I try export...

Wednesday 14 September 2016

Dane's Journal Exercises that I did

I abstracted the idea of roman column building and fused it with the fluidity of animation. The abstraction resulted in a spirit that eats colour and light by deconstructing organics and items.

I modelled a still image by painting in photoshop. I believe that when the artist hands over a piece of art to be viewed, the interpretation is up to the viewer. Whilst I believe that this image represent past, present and future, one may interpret it as a struggle, or as a harmony. I think this variation in interpretation is what makes the piece capture all aspects of past, present and future.

Thursday 8 September 2016

column - animation

Lots of room for exploration!

Asset ideas

After class I went away and thought about what kind of assets I could make for our game. These are some scans from my sketchbook that detail my thought process.


Wednesday 7 September 2016

Discussing Brief

Today our group had a meeting to go over the brief and discuss heavily.

Discussing mechanic - We think there should be a fusebox type object around the level that we can interact with by placing a mechanic hand on it. This allows either neon to go through a path from the fusebox. You can cancel out neon with noir.

Having lamps on the street, with fusebox on it. You can blow the lamp with neon.

Turn the elevator on with neon by touching the fusebox with your mechanical hand. One hand is neon, one hand is noir. Both of these resources are stored in the mechanical arms.

Jerwin was thinking of the captains gate being the objective. To get past the guy blocking the path you might have to burst a lamp above the guy to scare him. Jerwin also suggests collecting neon from people.

The puzzles could be wiring. Trying to get throught the Captains Gate into the Captains Club where there's starting to be shading dealing. Junkie rooms. This is where noir trade.

Junkie room earlier is to play with noir.

The captains gate opens an eye slot. You get noir from the final encounter guy underneathe the light. To get into the club, you must pump noir into the door to block a path and you are let in. Sort of like an entry fee. Paying off the guy to let you in.

Run through the level, collect neon and noir, use it to get past dudes and open doors.