#hard surface modeling bootcamp 2
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phoenixiancrystallist · 3 days ago
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Month 2, day 24
More etchings added to the axe! This time the squiggles from the design, and fitted to the topology :)
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achraf1149 · 5 years ago
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TWELVE HILARIOUSLY FUNNY BOOK CLUB BOOKS
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Are you trying to find funny book club books to enliven your next meet? notice hysterical, quirky, and utterly relatable titles during this book list!
Disclosure: This web site contains affiliate links for products and services I like to recommend. after you create a buying deal through Associate in a Nursing affiliate link, at no extra price to you, I'll earn a little commission.
Because generally you only want a decent laugh. And your book club buddies don’t invariably wish to over-analyze serious sh*t.
I love a decent WWII novel, however genre alliance aside, a number of my best book discussions are over lightsome, realistically funny books. have to say a handful of bottles of wine, a comfortable couch, and your best girlfriends and you’ve got yourself a direction for the proper night.
Whether you’re a mama trying to find an evening away or a dedicated reader simply trying to find one thing lighter, these kinky and funny book club books can speak to your heart.
TWELVE FUNNY BOOKS FOR YOUR NEXT BOOK CLUB
funny book club books - The Rosie Project
THE ROSIE PROJECT BY GRAEME SIMSION
I don’t assume there’s a book I’ve suggested additionally like a professional person than The Rosie Project. Simsion’s novel may be a good balance of queerness and humor.
Single, psychoneurotic compulsive biology faculty member, Don Tillman decides it’s time to search out a better half. His set up – The better half Project – is to eliminate undesirable candidates through an easy form.
Rosie is on a probe of her own, to search out her birth father. once she asks Don for facilitating, the 2 square measures drawn to at least one another, although square measure a terrible match on paper.
Rosie challenges Don’s psychoneurotic habits and encourages him to be spontaneous. will these 2 truly be a match?
The Rosie Project is Associate in Nursing intelligent, a however sweet romantic comedy with protagonists World Health Organization square measure awkward misfits, however winners in their ways that.
funny book club books - Where'd You Go, Bernadette,
WHERE’D YOU GO, BERNADETTE BY MARIA SEMPLE
My coworker and that I have a running joke. She recommends Where’d You Go, Bernadette, like I like to recommend The Rosie Project. Laugh aloud funny. Literally.
Where’d You Go Bernadette is one among those spit your sip of wine out funny books, good for an evening of book club laughs.
15-year-old Bee Branch’s folks, software system genius, Elgin, and former creator, Bernadette, promise their female offspring a cruise to the continent. Bernadette although, is on the brink of disaster.
After a feud with a neighbor and a faculty fundraiser went wrong, Bernadette disappears. Bee determined to induce everybody on board – virtually – together with her cruise, picks up her mother’s path. She weaves along with emails, faculty memos, and conversations together with her Bernadette’s Indian assistant, Manjula.
Will Bee and her father notice Bernadette? Is she fully insane of simply sane enough? this can speak to the little bit of crazy all told people.
ELEANOR OLIPHANT is FINE BY GAIL HONEYMAN
We all understand Associate in Nursing Eleanor. Socially awkward. Hasn’t cut her hair since she was 13. will crossword puzzle puzzles throughout lunch. Weekends square measure bookended with bottles of hard drink and phone conversations together with her mother. Her coworkers assume she’s socially underdeveloped and she or he thinks them, idiots.
Eleanor doesn’t understand that life ought to be something over fine. however, an opportunity encounter Eleanor and Raymond, a coworker, have with Associate in Nursing senior man World Health Organization collapses on the road changes everything.
As clues to Eleanor’s unhappy, troubled past surface, her new relationship with Raymond drives her to break from isolation.
But wait, this doesn’t sound funny…
Eleanor Oliphant is Fine is kinky and affirmative, despite themes of loneliness and psychological injury, funny. Awkwardly humorous and bizarre, Eleanor charms the hearts of readers and rakes in additional than a handful of guffaws.
funny book club books - a person known as Ove
A MAN knew as OVE BY FREDRIK BACKMAN
Ove may be a miserable, senior citizen of Associate in Nursing previous man. At fifty-nine years previous, Ove may be a widowman who’s tried (and failed) to kill himself multiple times. His neighbors decision him the bitter neighbor from hell.
But, one morning, his chatty new neighbors accidentally run over Ove’s mailbox, and he, sadly, must refer to them. And apparently, teach them a way to drive. What follows a funny tale of human values, community, and relationship.
A Man known as Ove speaks to what it suggests that to not simply live, however, be alive. Humor mixed with real human feelings can have you ever crying one moment and happy following.
funny book club books - Confessions of a Domestic Failure
CONFESSIONS OF A DOMESTIC FAILURE BY BUNMI LADITAN
Ashley Helen Adams Keller may be a career girl turned to occupy home hot-mess, momma, to eight-month previous Aubrey. Emily Walker keeps a Pinterest-worthy home and runs a palmy momma journal and media empire.
When Ashley snags a spot in Emily’s maternity higher Bootcamp, she sees an opportunity to boost as a mother and housewife. Ashely tries to navigate her manner through crafts, momma teams, and makeovers.
But hot mess mater may be a title more durable to abandon than she realizes. however, she’s on the point of the amendment during a manner the maternity higher Bootcamp may ne'er have ready her for.
Speaking to the pressures of period parenting – Associate in Nursingd living – this title can resonate with anyone World Health Organization owns a telephone or has an Instagram account. Or anyone World Health Organization has ever felt or laughed at the requirement to be good.
funny book club books - St. Brigid Jones's Diary
BRIDGET JONES’S DIARY BY Helen FIELDING.
Bridget Jones’s Diary chronicles the lifetime of {bridget|Bridget|Saint St. Brigid|St. Bridget|Brigid|Saint Brigid|St. Brigid|Bride|Saint Bride|St. Bride|abbess|mother superior|prioress|saint} Jones, one thirties living in London. Through her journal entries, we tend to follow her struggles with weight loss, career advancements, family and friends, and, most significantly, finding love.
She’s smitten for her boss, however, her folks have their sights on Mark Darcy, a single-family friend. the net gets pretty tangled.
Loosely supported Pride and Prejudice, this adaptation marks the start of the chick-lit movement. jam-packed with trendy, romantic humor (even twenty years later) St. Brigid Jones’s Diary may be a must-read for ladies all over.
WOMAN LAST SEEN IN HER THIRTIES BY CAMILLE PAGAN
Maggie Harris is gayly married with 2 healthy youngsters. Anxious naturally, she contains several not invariably rational fears, like fraud and falling air-conditioners.
The least of her worries is finding herself single at thirty 3. however once her husband walks out on her, Maggie comes face to face together with her biggest concern – herself.
After years of caring for everybody however, Maggie embarks on a visit to Rome, begins a brand new career, and even enters into a brand new relationship. however, once disaster strikes – once more – what's going to Maggie risk to keep up her new sense of self. And avoid a nervous breakdown?
BOSSYPANTS BY TINA FEY
Tina Fey tells her own story. Not simply the story of Saturday Night Live and Liz Lemon, however her story.
Through biographic essays, Fey delivers magazine vogue parodies of her beauty program, faculty romance, and her “me time” as a brand new parent (ha!). beat jest, of course, this provides a novel angle into however this comedienne came to be.
WHEN LIFE provides YOU LULULEMONS BY LAUREN WEISBERGER
Emily Charlton, a la The Devil Wears Prada, returns post-Miranda Priestly. A somewhat palmy authority herself, Emily lands in borough CT with the work of relaunching former model Karolina.
Karolina finds herself in plight when her legislator husband’s public indiscretion and her arrest for drunk driving. Her solely friend is Miriam, a brand new dynasty lawyer turned to occupy the home mater.
Together they’ll navigate this new territory…the suburbs.
THE 100-YEAR-OLD MAN World Health Organization CLIMBED OUT THE WINDOW AND DISAPPEARED BY JONAS JONASSON
Alan Karlsson had Associated in Nursing eventful life. He turns a hundred in exactly daily and his rest home is coming up with an enormous celebration…though he’d like that there be additional hard drink.
He’s in good health and isn’t all that fascinated by celebrating. therefore Alan escapes out the window and embarks on a humorous and stunning journey, complete with a grip jam-packed with cash Associate in Nursingd an elephant.
Alternating together with his adventures square measure flashbacks from his wildly fantastic past. Alan befriended President Truman, helped create the atomic bomb, dined with Charles Charles de Gaulle, and have become a spy. maybe the rest home was simply too quiet for him.
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clearpeanutcollector · 4 years ago
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3d Cad Software For Mac Engineering
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In fact, FreeCAD is a versatile enough 3D modeling software that can be used by professionals in many different fields such as architecture, construction, engineering, and industrial design. Its operating system is intuitive enough as well for students, hobbyists, and CAD novices, so you don’t have to worry too much about the learning curve. Accessible, flexible & integrated. Getting xbox app on mac. FreeCAD is a multiplatfom (Windows, Mac and Linux), highly customizable and extensible software. It reads and writes to many open file formats such as STEP, IGES, STL, SVG, DXF, OBJ, IFC, DAE and many others, making it.
3d Cad Software For Mac Engineering Jobs
What is PowerMill Software used For – CAD / CAM Engineering. PowerMILL is a 3D CAM (Computer-aided manufacturing) solution that runs on Microsoft Windows for the programming of tool paths for 2 to 5 axis CNC(Computer Numerical Control) Milling machines developed by DELCAM Plc.The software is used in a range of different engineering industries to determine optimal tool paths to reduce time. TurboCAD® Mac Deluxe 2D/3D is the complete precision design solution making it easy to design anything. Through a simple interface, use the design wizard to quickly layout floor plans, diagrams, and illustrations. Choose advanced architectural tools for 2D/3D home design or 3D surface and ACIS® solid modelling tools for engineering designs. The PARTcommunity 3D CAD models app is a download service for 3D CAD data by CADENAS. This app provides engineers and purchasers in the mechanical engineering, automotive and building industry direct access to thousands of parts from more than 400. This computer-aided design software is perfect for any professional, from engineers to architects. It is allowing to make drafts, edit 2D projects and 3D models for 3D printing. AutoCAD is a perfect program to create realistic 3D models, using solid, surface and mesh modeling tools!
First, I’ll admit Mac users have engineering software such as Matlab, Labview and AutoCAD. Spotiy app mac now playing. For 3D design and analysis in OSX there are few software platforms that are considered powerful CAD programs. Available CAD platforms are Sketchup, Maya, TinkerCAD but why not Solidworks, Autodesk Inventor, Parametric Creo, NX, ANSYS or even NASTRAN?
Apple BootCamp provides Windows capabilities
Since 2006, Mac users have been able to install Windows to a second partition or hard drive. The only prerequisite is installing BootCamp and having an Intel processor. This development has had both positive and negative effects on engineering software becoming native to the Mac platform. It has enabled anyone with Apple hardware to install CAD software for design and analysis. This in turn has provided software companies with a financial incentive to develop high-end programs for the Apple platform.
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Delivering on CAD promises
In 2010, Solidworks CEO Jeff Ray told the world Mac users would be getting Solidworks. It’s been 6 years Jeff, where is it? To answer this question, a reason could be that former executives raised enough capital to develop OnShape. A cloud computing CAD platform that runs natively on any Mac. One advantage of OnShape is that it allows both PC and Mac users to design and analyse cooperatively in real time. While this is advantageous to corporations and educational environments, cloud platforms are a drawback to users who prefer standalone installations.
A second argument he presented was, “…we have to be every bit as committed to that platform as we have been to Windows. Given the hundreds of developers we have working on Windows we can’t just go to them and say, ‘Starting tomorrow, you’ll start working on Mac.’”. He is correct in the sense that Solidworks would have to be every bit as committed but suggesting he would use the same developers for both Windows and Mac is completely inaccurate and unrealistic. Statements like this suggest there may be other reasons behind what is to all intents and purposes a commercial decision.
Turn your videos into movie magic. With iMovie for iOS and macOS, you can enjoy your videos like never before. It’s easy to browse your clips and create Hollywood-style trailers and stunning 4K-resolution movies. You can even start editing on iPhone or iPad, then finish on your Mac. Video creation apps for mac pro. HyperEngine-AV is a free video editing software for Mac used to capture, edit, organize the process, and export video, audio, and text to create DVD quality movies and slide shows. It comes with twelve studio-quality effects from Arboretum's Hyperprism suite of audio processors. Jun 28, 2020  If you really just want to get started editing videos on your Mac, or even on your iPhone or iPad, then the easiest way is to get Apple iMovie. This is Apple’s free video editing software, and it runs on both Mac OS and iOS platforms, so you can do you video editing just about wherever you go.
Is it all about the money?
Jeff Ray’s statements could be interpreted as a financial decision. We all appreciate that an immense amount of resources would be needed to develop engineering software for a new platform. Dedicating the required assets may not create the desired returns demanded by shareholders and boards of directors of today. However, if companies are unwilling to take a chance on new and potentially lucrative markets, where will tomorrow’s growth come from? What happened to innovation, companies willing to take a risk to stand out from the rest?
Macos bitcoin miner in mrt.app. (71).
Future Engineering Software
The future of CAD design for most companies appears to be moving towards the cloud. Dassault Systèmes and Autodesk have already implemented versions of Solidworks and Inventor for cloud CAD development. A key advantage is both PC and Mac designers using the same CAD software, regardless of platform, which would simplify installation to licensing maintenance. OnShape recently conducted a study asking professional CAD designers what their biggest complaints were when working on large products. The top complaints were using different versions of software, licensing fees and loss of data. It’s beginning to make sense why so many companies are pushing the cloud platform.
Mac software for the near future
Mac users would be ecstatic if given the option to install standalone software packages such as SolidWorks and Autodesk Inventor. Unfortunately at the moment it appears more beneficial for companies to move towards cloud CAD platforms to control costs and maximise exposure. Cloud platforms will make it easier for companies to produce and maintain high quality software. This would also make it more financially feasible to release regular updates in the future.
3d Cad Software For Mac Engineering Jobs
As of 2016, users willing to convert to cloud computing will have their desires met. However, Mac users who are waiting for companies to develop natively for Apple platforms could be waiting for some time with no guarantee of change in the foreseeable future. Is there a potentially enormous market awaiting any company willing to take a chance on fulfilling this appetite on Apple platforms? Are there any companies out there who are brave enough to take a short-term hit for potentially huge long-term income streams?
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symbianosgames · 8 years ago
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Jason: As someone who loves to light, I am excited by this new tech and look forward to seeing it evolve over the next year or so. Not having spent a significant amount of time in this limits first hand experience, but the small amount thus far is encouraging. With any new software, tech or approach comes the learning curve.  This is accompanied by a rigid physically based boundary that can be hard to break out of when trying to explore. 
The long term challenge: Can we use that perfect scanned data simply as a base and springboard to a variant of that texture, while still maintaining all the physical based accuracy and detail from the scan?  On top of all that...can we get the varied look that our games need?  
- Twitter user Ara Carrasco asked:
What's the most important aspect of art direction for you?good lighting, good modelling & texturing...?
Jason: Practically speaking, I usually say lighting as it can alter the mood/tone of a scene with a simple dawning of the light.  Theoretically speaking, I would say tonal cohesion between what the game/film/movie is trying to represent with what the art is trying to communicate.  
Andrew: I'd have to say that it's the name for me. "Direction". I really like the word. I think we forget what it means sometimes behind the semantics of a job description, but directing for me is about asking the right questions rather the giving the right answers. I'm constantly amazed by how inventively creative people can solve a problem that you put in front of them. And as long as you are providing them with the right bounds and goals you get something that evolves way beyond what you could have initially anticipated. Power amplification is the name of the game. It sure is a lot of work to prevent things from going in diametrically opposite directions but to me it feels like if the artists have the room to roam within the bounds of the fictional worlds that they are creating the vision and direction get amplified tenfold providing for really rich and exciting experiences.
Greg: I would have to say that the most important part of Art Direction is the presentation.  Establishing where the camera is and how the game is going to be experienced by the player is paramount to me.  This is where the picture as a whole comes into focus.  It allows you to concept and design elements at an appropriate detail level.  In a lot of ways figuring out the presentation gives you the edges of your canvas.  It is the boundary that you create the picture in.  From there everything else flows.
Brian: Answer: I always start with the big picture, for environments it's Composition, Lighting, Motion and Context (What is the story of the environment) For characters, Silhouette and Motion.
Denis: That's a tough one there is so much to it. If I'd had to pick, I probably go with good communication and keeping your team motivated. Communication is key to optimize and limit iteration cycles. For that to happen it has to be a two sided dialogue, so you as AD can take in feedback and act according to it. For me personally the artistic decision making often happens during discussions with my team and I just make sure I follow through with it and keep people on track.
Motivation is essential for me because it keeps the team engaged and they will push for the best possible result, sometimes way beyond what was initially asked of them.
Both of these points in the end have direct impact on productivity, quality and efficiency - hey I'm German after all ;P 
- Twitter user Evan asked:
How do you balance advanced and detail visuals supported by modern consoles with practical design that supports gameplay? As in, keep clear indicators for the players while looking natural and not contrived for gameplay purposes at the same time?
Brian: It's always a conversation about goals.  On Tomb Raider we always tried to create believable worlds that the player instinctivly understood what was interactive or where they were supposed to go.  We use "Visual Language" to help guide the player with consistent visual cues. We mark climbable ledges with white paint, rope coils are always used to indicate where a rope arrow can go, bright pocked walls indicated axe climb surfaces and specifically cracked walls indicated places you could open with your axe.  We protect these patterns in the game so the player always knows how to interact when these examples of visual language show up in the game.
Greg: In a game like XCOM there are many design requirements that effect the art.  It is beneficial to try and identify what needs to be communicated by design early so that visual opportunities are more easily identified.  Being a turned based game can be seen as a huge challenge to immersion, but we saw this as one of our opportunities.  The camera in XCOM is a great example of this since it can literally be anywhere while you are playing.  By changing the camera we can reinforce the design mechanics and provide a tension that is difficult to convey from a more three quarter view.  However, the camera changes also provide some real art challenges.  We needed to make assets that read clearly from the top down view as well as in a close up cinematic camera.  This led us to the initial art direction of XCOM: Enemy Unknown that focused on a “miniatures” look with slightly exaggerated forms and more chunky geometry.  We didn’t want have the details be so small for the close up cameras that they would dance or shimmer from the default gameplay camera.  On the flip side we couldn’t make things so chunky that they destroyed the immersion when the camera dropped down. We spent a lot of time initially balancing these issues and setting very clear modeling and texturing rules.
Andrew:  Design dependencies are always a tricky subject. Confused or frustrated players can't enjoy the game so keeping them happy and their goals clear is a big part of art production. For us it's a constant back and forth. At the very beginning of a project we would iterate with design on gameplay relevant art elements to make sure we can produce art around it that integrates with it nicely. We always want to make sure not to muddy up our language. Exceptions are dangerous and confusing to the player. False positives are also a thing we have to look out for a lot especially in games like Uncharted where it's so easy to create a traversible path somewhere we don't actually want the players to go. 
Sounds trivial  but it's also incredibly valuable to have artists constantly play their levels. It's something that's easy to loose sight of in the heat of production.
And if all else fails it's time to break out the bird poop and yellow paint ;)
- Twitter user Will T Atkers asked:
About how long does it take for a main character to go from concept to final phase?
Andrew: Depends. I'm a strong proponent of getting something in the game as soon as possible, no matter how rough. But from then till someone rips the gold master from out of your sweaty sleep deprived hands it's continuous iteration and polish all the way. It's one of those art is never finished answers. It's important to note that it's easy to reach diminishing returns when you iterate for a very long time. And it's on you to plan and prioritize accordingly. The Pareto principle is a good example of how it usually breaks down: 80% of the work usually takes 20% of the time and the last 20% take the other 80% of time. The last percent come painfully slow, but they also provide most opportunity to grow. Taking something from 0 to 80% awesome is a relatively common skill, but the difference of 1% between 97% and 98% is almost infinitely more valuable. It is literally the "cutting edge" and sometimes takes weeks or months of work to get to.
Jason: In truth, I’ll say about 1 year.  This is strictly for a front and center character like Delsin.  I’ll try to break it down…
First is creative direction needs. What is the purpose of this character? What kind of attitude will they be exhibiting in the game? What kind of arc will this person have? Do they have a disarming or aggressive sensibility?   All of these conversations happen before we throw down any concept art.
Next we hit up concept and begin to sketch things out. Essentially, this process is fairly iterative with our creative direction team until we’re all in a good spot. One unique thing here I have experienced has been a found footage video concept or ‘personality rip-o-matic’.  
Then a fork happens.
On one road, the character team takes this into pre-production to build an in-game proxy model.  The goal is to check movement, scale, and begin to work out the sass of the character through prelim animations.  How do they run? How do they jump? What does this person do when in idle? What does the shape at a low poly look/feel like?
On the other road, we begin CASTING.  Since we use scans and full performance capture, this is very important process to our hero character model pipeline. The creative direction team creates a character description (2 page max) document of our hero. This usually entails basic details like sex, height, weight, and age. Then the remainder of the document explains this person’s motivations, goals, flaws, potential arcs, and habits.  Then we audition a ton of people in hopes that we find someone that can not only bring out the attitude we’re hoping to get, but also have a likeness that is in-line with our visual goals.  In the case of Delsin, Troy Baker fit the bill nicely.
After we cast an actor, we begin the scanning process.  Full body and facial expressions are scanned and sent back to our team.  Our concept and character team will work with the body scan to make any edits that are needed to fit our hero; shorter, taller, thicker, etc.   We take these measurements and send them to a fashion designer who makes patterns to use in Marvelous Designer. Now these two roads have largely converged and we’re onto the next steps.
From here its fairly straight forward. We create hi-poly models of our character based off concept art, bake down and replace our temp PROXY model.  Then comes quality bar iteration through various scenarios. In the past we have 2 scenarios that drive the biggest feedback.
First, the in-game model must be awesome. Since inFAMOUS is a third person action game, the in-game model matters the most. Seeing them running around in the game world with good lighting performing polished versions of those proxy model animations usually highlights a few issues. Sometimes we can’t see them at night so we add better shape or increase value.  Sometimes it’s simply “Delsin isn’t punk enough”, and we add some shiny flare on his vest.
Second, cutscenes will bring the personalities to life. Often cutscenes drive the high end quality bar for us. Unfortunately, cutscenes take a while to make and usually come fairly late in the game.  This is where we iterate on our character specific tech like eyes, skin shading, clothes and hair.
In short, it’s a lengthy process for Hero characters. I wouldn’t be lying if I said a year…  We spend a lot of time ensuring our main character is tonally sound in the marriage between Art Direction and Creative Direction.  For a second tier character we are looking at 2 or so months. 
Brian: Depending on the character, it varies. Heroes usually take longer. Lara took a full year to develop for Tomb Raider 2013 because we were reinventing her. Generally for principal cast models, we spend 2-4 weeks in concept development, hand sculpted realistic characters take 2+ months (High poly, Low Poly bake, textures/materials/shaders) Blend shapes for facial animation and rigging takes another month. Total time 4 months.  Secondary characters usually are created faster, 2 months from concept to finish. Scanning will change these metrics, but a lot more time is spent on preparation like casting, wardrobe, scanning, processing so a fully realistic character scan can get in game in about a month, but if you scan a bunch of bodies and heads at one time, the process is much faster.
Greg: The time that it takes to go from concept to final model depends on several factors.  By working with concept and design the complexity of the character gets defined and the amount of articulation can impact the timeline for production significantly.  Depending on how important of a role the character has will also dictate the time spent in concept.  For us we typically can take about two weeks in concept for one of our aliens in XCOM, but that can really vary and it will stay in concept until we are happy with the direction.  The modeling for something like an alien can take around 4 weeks on average.  With procedural characters, like the soldiers in XCOM it is much more difficult to quantify the time.  A lot of effort is put into developing the systems and how all the parts interact, as well as planning for armor upgrades and customization options. This is really a huge task and quite a bit different from a character that is more self-contained.  Pipelines are also much less linear than just going from concept to model and there is a ton of overlap now.  We typically have the modeler, animation and rigging team involved during the finalization of the concept.  All of these disciplines are able to give input before we go into real production of a final character. Once we are happy at the concept level the model is blocked in and goes to rigging and animation.  Feedback is compiled and applied to the model at this stage. The major point for us is that the model isn’t finished until it is in the game and moving.
- Twitter user Travis asked:
What can you do to keep a cohesive art direction between world assets and FX?
Denis: All my projects so far have been stylized and We went through heavy iteration to find the right style. One initials setups we did on my last project was a small art ready diorama. We made several versions of VFX to see how they'd fit. We also concepted some of the VFX which was helpful. But because of the abstract nature of effects I still consider them the hardest to iterate on. In the end it boiled down to try and error for us.
Combat FVX are a Beast of its own. They have  a lot of requirements like  damagetype, area of effect, faction/monster affiliation and on top it has to resonate really well with combat design, sound and animation.
Having so many pieces that have to collaborate on VFX you have to make sure that everyone knows what the goal is and where we are aiming artistically. Since constantly supervising this process is something you cant afford in production.
Greg: I don’t see these as separate things.  The overall rules for the look of the game directly apply to the effects just like any other element in the game.  Just like a prop in the environment, effects need to be developed in context and not in isolation.  Any effect is an extension of the thing it is attached to, whether it enhances the environment or a character’s ability.
Brian: I always think of them together, FX and Lighting will make every environment come to life.  It's important to ensure FX only dominate a location when they are the star, like being in a level that is on fire, or flooded, etc. But always ensure the style of FX matches the Art Direction of the Environment.  Zelda is my favorite example of stylized FX that match and enhance the Art Direction.
Andrew: Agreed with the gents that this issue is not specific to FX. Maintaining vision and boundaries is crucial with any aspect of art direction. And encouraging people and departments to communicate and collaborate is the timeless challenge of any production. Getting people in the same room to talk and removing middlemen is always the best remedy in my experience.
Technically there are issues with having particles look integrated and leveraging environment data is always a big help. Making sure particles light consistently and accurately under environment lighting and don't need any shader hackery is a big one. Using environment data like surface color or material for the types of squibs or fx to play also add a lot to tying it all together. There are cool geo-based particle approaches coming up so having them integrate with the world should become even easier.
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phoenixiancrystallist · 13 days ago
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Month 2, day 14
It's still yesterday, I haven't gone to bed yet, shhhh y'all should know that's how this works by now :P
Anyway happy Valentine's Day, the axe is becoming more and more axe-like :D
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