3D Comfort Zone
What is your 3D “comfort zone?” How do you hope to
expand it over this academic year?
- When thinking about my 3D comfort zone, the first thing that comes to mind is environment art and materials.
- I have said before on my going forward post I believe about how I see the way I work as "lazy perfectionism", however I think that has been challenged as I have found more productivity as of late and a want to be in labs - maybe I just saw it that way because of Covid last year.
- I would now consider myself as just someone who loves to avoid tedium; I got frustrated with the projects last year when having to hand paint textures over programs like Painter and Designer, or even just having to use a non PBR workflow, as the results never turned out how I wanted them to look even when I dedicated a lot of time to them
- I spent a lot of time over the summer on my shader house project, where I created some shaders for both toon outlines and Cel shading that were effective ways at pushing a style, especially because I avoided using PBR for the room to keep the textures looking flat
Where do I see myself this year?
- My main goal for this year is to produce many portfolio pieces that I can be proud of. After hearing the outline for the projects I am very excited to attempt them, even the creature project which I was originally sceptical of because I am a bit haunted from characters last year.
- I aim to focus mostly on the environment art and in engine technical side of game art, potentially learning some primitive coding to develop more complex shaders and tools within unreal.
- I also hope to create a environment project in Rising Star this year, as I think giving myself some free reign to create whatever I want will help me hone my artistic eye into what makes a project successful, and I believe that because the timing of it is so spread out (early November until February) I can very easily plug away in my spare time at weekends or in evenings when I feel like it.
- I can see myself leaving the traditional photoshop texturing in the dust now also in favour of wonderful PBR procedural texturing, since it just looks better and is a lot faster at creating the results I hoped for.
No comments:
Post a Comment