Saturday, 13 December 2008
Discotech?!
The final render featured some weird flickering surfaces, possibly due to lighting or the camera clip plane. Still not sure what the main cause of the problem is, and hope to find out in the near future. Just a shame it was included in the final. On a positive note, learn by mistakes and avoid in the future.
Friday, 12 December 2008
From Sketch to Screen
Sunday, 7 December 2008
Portrait Test
Monday, 1 December 2008
Mirror's Edge
Looking at the game Mirror's Edge, i noticed the very plain shaded wall's and buildings very similar to the look we are trying to achieve. The colour palette used in the game was fairly limited apart from the odd red, normally indicating a direction or action. White and blue was mainly used, give the game a unique look but without making the city look to cluttered, to avoid getting lost. The white's and blue's created a perfect canvas for large bold shadows and shapes.
Sunday, 30 November 2008
Ramp Shader [Updated]
Update on the ramp shader. Starting to look better now, with bold shapes and outlines. The colour really adds depth to the environment. Was really worrying about this over the weekend. But it's starting to get there now. Have to apply the sky in after effects later on. The mountians still need colour.
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