Archive for April, 2011
Dustin Diaz shooting and Flickr
by LiMuBei on Apr.26, 2011, under Photography
Last Friday my old colleague Tilo paid me a visit and since he’s an ambitioned hobbyist when it comes to photography (check out his Flickr account: http://www.flickr.com/photos/galllo) we decided to do a little bit of that. We decided to do a tribute to the great Dustin Diaz and recreate his night shot portrait style as best as we could. Here’s one of the results:
You can see Tilo’s efforts in his photostream. The light setup consisted of three speedlights, one to the left through an umbrella using an orange gel, one from the right behind bare white and one behind the subject with a green gel. The last one is barley visible as it just pointed on the floor. Funny thing was, this was shot right in the middle of Karlsruhe with a lot of people passing by. I wonder how many of them were thinking we were doing some sort of professional shooting there …
When I found out that I could use my Google account to login in to Flickr I made an account there as well. I’m yet undecided where I will post pictures from now. I just know that I don’t want to keep two places up to date. We’ll see how Flickr does.
ScribeFire test
by LiMuBei on Apr.12, 2011, under Blender Modeling, Internal, Tutorials
Time to try some new technology and get onto the app/extension bandwagon! So, this post is created with the ScribeFire extension and when you read this, it obviously worked out well
To make this post a bit more useful and Blender related, I’m pointing you to a cool tutorial demonstrating a nice feature in Blender: GLSL bump painting.
Spider!
by LiMuBei on Apr.07, 2011, under Blender Modeling, Game Art, Sculpting
Well, haven’t posted in a long long time now. A lot of stuff has happened, but nothing that fits in this blog. I have been toying around with lux a bit more, but nothing worth showing has come of it. But now I managed to work some more on game art for Duality, namely our first and only enemy monster, a cute spider.
I made a base mesh in Blender from reference, then created the details in Sculptris. Bumps and color were painted in Sculptris as well. Then reimported into Blender, adjusted the low poly mesh, baked the color and normal textures. What you see in the render above is the actual game model. The spider is already rigged and I’ll create some basic animations with it so it can act as an enemy.




















