Friday, 23 June 2017

Sunday, 11 June 2017

Its been too long

Blimey it has been a while since I posted.
I finished on Sniper 4 a looooong time ago and have been working on two other projects.
The first was running concurrently with Sniper and that was to help Gelato FX use our Asura game engine to produce over 160 shot and three hours of television footage for National Geographics second series of WWII's Greatest Raids. It has not been aired yet so there is next to no info on the internet at the moment. I believe it is due out in America in the autumn of 2017.
The next project was Rogue Trooper Redux and I have been working on it for well over six months now. Since the game has been announced I can say that art wise we are nearly complete and one heeeeeell of a lot of work has gone into it in a very little time. By the end of June I will be on a new project. As ever in the games world I wont be able to tell you what it is until it is officially announced. If it is the one I am hoping for all I can say is I am very excited at the prospect.

Once I get permission to use the images I'll add some images for Sniper 4. Then in a while I'll be able to put up Rogue Trooper images.

See you soon!

Wednesday, 18 January 2017

Many faces of Evil

I am about to write have now written a page on how I did the Evil in Overdown cover image as folks seem to think that the phrase "entirely computer generated" means "a photo cut out in Photoshop". So until I explain further, here are a couple of images to wet your appetite.
Use the "Pages" section to the left to see it of click here http://andyevans-art.blogspot.co.uk/p/making-face-of.html

After several hours work here is the texturemap used on the character. the texture is made up of many photos from the 3DSK human reference website which were stitched together and merged in Photoshop
3DSK is a great resource, here is the link https://www.3d.sk/


The head with mesh overlay to show the polygons and with the texture applied to show the polygon count

The head lit and reanderd (from a different angle) there is also a low poly hair mesh to give an idea of head shape and a basic black biker jacket (not used) for the body.


Tuesday, 1 November 2016

The face of Evil (in Overdown)

Really happy with the latest Hilary Long mystery book cover.

The initial idea for the woman was to either use a stock image (couldn't find the "right" one)  or photograph a soft, innocent looking 20 something woman, but the only person we found that fit the bill did not want to be on a book cover, so... 3D C.G. to the rescue!

The head was made in 3DS Max. The skin texture was composed in Photoshop from several photos from the 3D.SK human photo library. The skin texture was then de-saturated and the irises and lips re-coloured red before being mapped back onto the 3D head and then under-lit.
The hair was comped in afterwards and if you look closely it is a bit poor in the cutting out department.

Initially Margaret thought the face was too pointy and hard looking so with the aid of soft selection and several ffd modifiers the lower face and nose was shortened, the jaw line softened, the face shape made more round and "innocent" and the lips were reshaped.

I hope you will agree the end result was worth all the effort.

Here is the link to the book. Its a good one :-)
https://www.amazon.co.uk/Evil-Overdown-Hilary-Long-Mysteries-ebook/dp/B01M9HP0EF/

More covers here
http://andyevans-art.blogspot.co.uk/p/book-covers.html


Sunday, 2 October 2016

Max 2 Maya II

Well, it had to happen. I have become a Maya head.

We are working on a Redux (HD update) of a previous Rebellion game at the moment and I have had to go back to using Max... and I keep getting all the keyboard shortcuts wrong, have forgotten how to navigate and keep looking for tools that aren't there and forgetting about the ones that are.

On a more interesting psychology note, I am slightly ambidextrous due to RSI in the past and it turns out that if I work right handed, my muscle memory is Maya but if I go left handed (never operated Maya left handed) it turns out I automatically use the Max keyboard shortcuts so if I flip my brain my muscle memory is Max.

How weird is that!

Anyhoo I will be updating the Max 2 Maya page with some more hand hints.

Friday, 23 September 2016

Goodwood 2016

Hip hip hooray and aPip pip to you all!
I have finally started to procass the photos from Goodwood 2016. I have put most of the half way decent aircraft photos up, the cars and re-enactors will follow soon.
The Battle of Britain Memorial flight photos cam out rather milky but the Blenheim Mk1 P51D and Spitfire Mk IX ones came out well.
For more information

http://www.arc-duxford.co.uk/restorations/blenheim/
http://www.flyingwithspitfires.com/product/p51-mustang-display-miss-helen/
http://www.mh434.com/history/index.html
 
Here is a taster of a few of what is on the photos page.




Tuesday, 23 August 2016

Sniper 4

So, now it has been announced officially I can let on that for the last year I have been a level monkey (yup, that is what we call ourselves) on Sniper Elite 4 Italia - or Morally Bankrupt Shoot 'em in the Head 4: Italia as I like to call it.

I have been working on the final level with two other artists; Wiggz is lead and Andrea is texture and materials genius. Apparently I still cannot show any images of my work "in case you get poached" - like that is gonna happen... I am not being down on myself or my skills its just that I have also been working with a very talented VFX house called Gelato FX based in Manchester who have been using the Asura game engine for sequences in the upcoming "Greatest Raids Series 2" telly series that is going out around Christmas I think on the National Geographic Channel.

Series one had the CG bits done by Antimatter Games in Cornwall using an old game engine, for series 2 they wanted a new effects house and an engine that was a little bit more up to date...

I have worked in TV graphics in the past but spent the last 15 years in games. It was intriguing to find how much the technique and tech of VFX and Games has diverged even though they use the same basic tools.