Well today I had an interview with a company right in the area (no names until I hear back from them). The team was really great and doing some really cool things in their engine... makes me want to kick the Infinigon stuff into fifth gear. But anyways I'm hoping to hear back from them later in the week to see whats going to happen.
I have also just finished revamping my website! Check it out at OptimizeDesign.net, Its got some newer images from what I'm working on right now and some of my traditional stuff. Looking forward to some Sunday soon when I have a chance to head down to Seattle and sketch for the whole day. Get ahold of me if you guys want to go as a group, (mentaly pointing at several Digipen Students.)
As for other interesting things, I've just finished working out the pipeline for brining (to scale) maya files into max, and having them work with whatever rig you might have on a character. Good news for you Juniors. I also finished up the simple quadraped game rig for the projects class and will be starting on blocking out an environment for him. I'm also going to be making available my reference library to anyone who wants it (now looking to be over 13,000 images of characters, creatures, environments, and more.)
Expect an art update soon. I just couldn't wait till then to post.
So here is the short after effects animation for FLM 250. The idea behind this is for it to be used as a company name intro. Does that make sense? Let me know what you think of it.
I've started laying out the scene so that it looks interesting but not to cluttered to understand. Tell me if you see any tangents, or areas that aren't working, or if you don't know whats going on in a certain situation. The game works from a fixed camera, so the player won't be flying around the scene, but instead sliding from the left to the right. My idea right now is to put some small objects in the foreground to keep an interesting pattern, but not too much that it obscures the player from well... playing.
I've started creating assets for the junkyard level for the game I'm working on. Trying to build models that are low poly and interesting enough that they work well as silhouettes has been a lot of tricky. The next step is building a car and a few other pieces for one. I think ripping apart a Jeep would serve as some personal dramatic irony after everything mine has put me through.
After some of these get put into the engine I'll start painting some textures for them.. With normal mapping as an option, it's gonna be great to add specific detail while keeping things in a comic book type style.
I was so frustrated from painting my ART 401 piece that I spent about an hour and a half doing some simple studies just to get out some of the kinks from spending 6 weeks in New York.
Tell me what you think, I really value any input you might have! I painted the eyes for convenience sake, expect some building studies next.