Wednesday, November 9, 2011

Still breathing...

What I've been up to...





-in case you wondered.

This entire month I have been carefully devoting myself to mastering Zbrush and 3DS Max, in order to quicken my workflow and err, well for nothing more than shits&giggles really?
I've also been exploring some creative rotoscoping techniques using biped with mocap applied prints and layering over them with hand-drawings. I busted my nuts on Rebuild 2 so instead of going straight back to working on another mega-project like that one, I thought I'd do some training instead.

Programming languages are pretty easy for to me to pick up but some of these high-end 3d modelling/animation tools (Maya, Max, SoftImage) phew!!! They are simply out-of-this-world complex to get to grips with, and it was only finally this year I decided I to buckle down and actually learn them properly instead of using the mish-mash of techniques I basically taught myself over the years. I thought I could spare a month or so to truly accelerate my knowledge of their use and so that's what I've been up to. I've been through tons and tons of video tutorials, books, conversations with artists in forums, etc, you name it. Literally going through the A-Z of tutorials out there and patiently learning about everything the software has to offer. The result after a lot of head-scratching is that I'm definitely getting better! Funny to think 2 months ago I had never touched Zbrush and now I feel like an old hand at it.

I figure the better I get at this shit now, the better 'The Insanity 3' and all my future games are going to look. One added bonus is that you can always upload any unused objects to sites like TurboSquid for a bit of pocket change; so who knows, maybe it'll result as another notch on my bow when it comes to passive income. Yep, if you're going to pick a hobby, design online games or art assets. It's win/win, baby.

FYI, the essence of the model to game engine pipeline goes like this:

Paper Sketch.
Sculpt High-Polygon model in Zbrush
Retopologise (Polygon reduction and structural simplification) - get it under 5000 max 10,000 polys
Add finer details to high-poly model.
UV map
Bake Normals
Make textures with combination PolyPaint ZAppLink linked Photoshop
Export it all to 3dsMax, add Specular/Light maps. Biped or Bones for complicated characters that don't resemble humanoids. Add mocap info.
DONE

Of course, you don't need 3d objects in Flash but I'm using a lot of prerendered stuff in my own games in order to get perfect animation and a 2.5d look. And besides studying this stuff is fun.

I think all this sudden passion stems from playing Dark Souls. Perhaps the tremendous art in the game kind of struck a spark in me. Games are something that I'd like to come back to in the future and feel a sense of pride and achievement over, and since I do have a day job it's really not about the money for me at all. If it was I'd be churning out Tower Defence rip-offs, not spending the next 3-6 months working on a game that I know isn't going to make me squat.
So what I'm saying is Insanity 3 may or may not turn out to be a great game, but visually it will be something worth experiencing.

And at the end of the day my games are essentially my portfolio. If nothing else it's nice to whip out the Iphone at parties and show people what I do outside of teaching English. "Hey baby, I bet you like guys with good polygons". Err...well that might work with some ComicCon poon, heh.

Aaaanyway, the good news for you peeps who keep nagging me about when Insanity 3 will be out is that I'm gearing up to get started on it like, right now. I do have another fighting game project in the mix, as I've mentioned before- but likely I'll be working on some elements of Insanity 3 starting sometime this week, speaking of which that image of Beardy up the top there is an early model of an official Insanity 3 character, Guymon Wolfden- one of the earlier characters you'll come across in the game. And the guy below him is a rough for, well guess who..

Speaking of Rebuild 2- check out the new gallery I've added to the blog here. You can even comment on the pics so please, tell me how much my art sucks, lol.

Thursday, November 3, 2011

Fred & Kelly @ The Sand Pearl Resort

Jorge & Chris got the pleasure of snapping some amazing photos at Fred & Kelly's wedding. The team at Ideal Design Events threw this little soiree together for the couple... Fred even gave Kelly a new BMW as a wedding gift. Thanks for setting the bar so high I know I can't reach it Fred (from Mike)! You guys looked amazing and Jorge & Chris said it was a super exciting & memorable evening. We can't wait to see you again.










Friday, October 28, 2011

Spring 2012 Collection

So, I thought I would post a peek at a few of the new gowns from my Spring 2012 Collection. The official look book will be coming within the next few weeks and is being photographed by the wonderful Abi Q, but meanwhile, here is a glimpse...
For this Collection, I thought...destination wedding, and was inspired by beautiful Miami Beach...the ocean, the sand, the sky, as they play and blend with one another.
I wanted the gowns to convey the essence and flow of the water, the hip chic of South Beach style...
I will post some more photos over the next week or please feel free to pay a visit to the Salon and come see them in person! Enjoy...
Alina

Ashley & Michael at the Florida Aquarium













Wedding Location & Catering: Florida Aquarium

Hair & Make-up Artist: Michelle Renee

Wedding Planner: Flawless Occasions

DJ: Grant Hemond & Associates

Florist: Bay Bouquet

Wedding Dress Shop: White Closet Bridal

Saturday, October 22, 2011

Dark Souls came in the post yesterday-

Ohhhhh yeah!!! The time has come. Six months of salivating over screenshots leading up to this.

Wow, what a game. Once in a while I feel drawn against my will to pop open the laptop and review really impressive games that I've played. Well I'm probably half-way through this one as we speak, and I can say in no uncertain terms that Dark Souls is absolutely one of the *best* games I've ever played, on so many levels. Screw working on my own game- which is what I should've been doing this weekend. I think I must've clocked in about 7 hours on DS yesterday.

As a single-player game, I felt that DS is superior to Demon's Souls- it's 'spiritual' predecessor. You can feel why they didn't just call it a sequel, item name-swapping aside, it has a much more open universe feel; though they have some parallels you can sense they're different games. Mostly because even though you can feel it's more linear than say FallOut 3, the game is much more in the tradition of exploration than the previous one.
The difficulty level is borderline impossible in most cases and frankly, I love it. Bring on the challenge, bitches. You'll probably die within 20 minutes of leaving the FireLit Shrine and it doesn't get easier from there, so get used to it. You'll progress through this game at crawling speed, literally pooping yourself at every step because it's 'that' easy to get killed. It's like From took the first gamble with Demon's Souls, concluded that *YES* there are people who do not want to be babysat through games anymore and they just went 'F*ck it, let's give it to 'em with both barrels.'
This is the type of game that old school Neanderthal hunter gamers that worship a challenge have been praying for, a roaring BEAST that only belongs in the palms of the hardcore gamer to conquer, and that will send others running home crying for mumma. Yes, I'll bet there's a ton of casual gamers bithing about it's difficulty all over the web. Well screw you noobs! That's what I have to say. Get back to your comfy Ninja Gay-Den and leave the real games for the real men.
The game is a creative masterpiece. Seriously, bravo to the master artist/s who came up with all the character concepts and conducted the fantasy art visuals on this game; they deserve an award. The menu and item designs are ornate, finely detailed and gorgeous. Boss enemies look epic and mythical and they're also highly original in design, going way beyond just being great to look at, some real brainstorming has gone into how these. Then there's the weapons and armour, some of them are the same old but others are just bizarre and leave you clueless yet intrigued. All in all it captures a kind of creative originality you don't see in many games these days, someone has some good chops. A 3 Headed Pinwheel monster, a Skeleton BlackSmith? It's like, wtf man, but at the same time it's brilliant.
Just take a look at the breathtaking art that went into this game here. The graphics have some serious legs.

I didn't expect any less since Demon's Souls was also something to look at, but they've amped it up here to another level.

I love the game because it's almost as if From Software have taken the entire library of Fighting Fantasy books and turned it into a game. I was really impressed with one part called The Catacoombs, the lighting (or rather lack of it) is fantastic, I genuinely had to stop for a minute just to suck up the glory of some of the views (Gargoyle boss area) anyone. Mountain hiking is one of my hobbies and playing DS stimulated my feelings in the same way as when you reach a peak after a hard ascent. The serenity of ethereal quality of certain views enhances the game for me threefold. No storyline, total mystery, everything is intangible and left to the player to figure out. What a great universe; it's so D&D done right. I'm even impressed by the language, I think they must've hired some Oxford poetry prof. it uses rich language that is cohesive with the style of the game. I can't help but wonder how a Japanese team could manage to capture so beautifully something that is so integrally Western.

Gameplay is addictive as hell. Nearly all the enemies require a kind of strategy to beat, and you can never expect to win if you rush around aimlessly attacking; without prior contemplation you're a dead man. Either way the enemies are never too mechanical, they'll still do weird actions sometimes that'll make you scratch your head (after you die).
I mean, the fighting is realistic in a sense, that's what's great about it. Perfect-timing is called for with many of the larger enemies, as a single merciless blow can end your life, shield carrying or not.
And those attacks look good. Swords ping when then repel off the well, shields thud, the battles flow nicely. And enemies will follow you anywhere, kick you off ladders, set traps to stop you escaping. The AI guys did a good job. There's some sections of this game that are so hard I had no choice but to try to leg it through, and what a thrill when you get to the other side.
It lets you know that you cannot just stride through the whole game with your favourite weapon, thinking you'll breeze through it. You will have to observe and experiment, explore to find shortcuts, take risky jumps and pray before kissing your ass goodbye.
And there's no pause button if you think about getting a breather.

The sfx and music, I'm not going to say much about but perfect, perfect perfect. I especially liked the opening menu melody (kind of reminds me of Resident Evil 4), and the Moonlight Butterfly boss audio was a treat, so weird and wonderful.

You can tell that From Software are really opening the book on the way we play multiplayer. I've said it in interviews before and I'll say it again now, in the future we'll see some incredibly creative and rich ways to play online together. Not just PvsP fights or Co-Op but other methods of aligning ourselves with certain groups we like and having it affect the way we play the game. Now we have covenants in Dark Souls meaning you can choose what type of multiplayer experience you want to have. Be a good and gracious person who aids and heals, or like me if you just want to be a badass troll and invade as many innocent games as possible, you can do that and actually be rewarded for it. Genius! But then there's the
Blades of the Darkmoon who act as the 'sheriff's' of the game, who enact revenge on aggressive interlopers who keep invading worlds and whose names are compiled on an online list. Genius really.

These guys will win awards for their efforts, mark my words. Best game of 2011 IMO.

Friday, October 21, 2011

Portable 8' Plastic Banquet Table GREEN - Folds In Half

Portable 8' Plastic Banquet Table GREEN - Folds in Half
96" x 29" Molded Plastic Top. Folds down to 48" x 29". Includes handy carrying handle. Durable and lightweight. Indoor/Outdoor use. Stain resistant and easy to clean. Seats 8 adults comfortably. Brand New

Price: LOWEST PRICE

Click here to buy from Amazon

Thursday, October 20, 2011

Light Purple Crystal Surrounded By Diamonds Foldup Hand Bag Purse Hook Hanger

Light Purple Crystal Surrounded By Diamonds Foldup Hand Bag Purse Hook Hanger
Brand New

Ships Within 24 - 48 Hours

Price: LOWEST PRICE

Click here to buy from Amazon