December 21, 2011

Hypergates available!!!



Hypergates has finally been released on App Store >>

Just buy your own copy and try to win the Galactic Supernova Race through five tournaments!

November 2, 2011

Outskirts - Block Out


Before getting start to modeling, I have a good habit to create a block out of the scene [or the model]. Blocking out the scene allows me to set the sizes, proportions, the presence of details, and it's really useful to identify critical parts or parts not required [out of views].

First things first, I synchronized my camera view with Unity standard first person angle of view [Modo = 80°, Unity = 60°] just to view exactly what I will see into game view.

Then I build the scene using primitives with grid snapping. The main reason for the grid snapping usage is to cut the ground in "blocks" to easily discard from memory geometries not present in the frustum culling. If the ground were a single block, I mean a single mesh, it will entirely remain in memory every single frame. Same things for the buildings: every single floor will be a separated mesh [game object].

And this is the block out result:

October 31, 2011

Modo Gears - Modo2Unity basics


Updated on November 2nd, 2011
__________________________________________________________________________________

Read this first

As a great modeling/UV/texturing tool, Luxology Modo is one of the best program you can use with your Unity games.

This gear is for all those who want to have less possible surprises in the passage from Modo to Unity.

October 29, 2011

Outskirts [codename]


Today I started another test scene to find "HOW" I can break the limits in terms of quality and performance in our pipeline for a future game in Unity3D.

The main target is to reach as much as possible the quality of the rendering of Modo in Unity. How? Using Modo, of course :)

Second step: take this quality and bring it on mobile devices. And this is the hardest part.

September 21, 2011

Hypergates - gallery and highlights

I'm very happy about my "hypergates works" results in these days. Yesterday I got my fourth gallery on Luxology site

 and a highlight on CharactersForum.com

Thanks to Luxology and CharactersForum.com for their support!

September 20, 2011

Hypergates - Weapons part 1

Finally I can share some weapon I did for the game Hypergates.

Today I show you two of the ten weapons included in the game: the Grenade Launcher and the Electro-Magnetic Shield.

September 19, 2011

Modo Gears - Modomancer and Moto


What if somone will say you're dying? How to spend the last days of your life? A holiday? A travel? Spend more time with your loved ones?

I do not know how I would choose to spend the last few months of my life, but I must tell you how Modomancer did.

I never knew his name. I just know only the user name that he used in the Luxology community, that he is Iranian and that he is much younger than me.

On September 12 he switched off his computer to face his disease away from a monitor, but not before giving to the community of Luxology a great scripts compilation to speed up our work: Moto 2.0

September 11, 2011

Hypergates - gates on Luxology gallery

I know it seams like a sort of narcissism, but it not a foregone conclusion to gain a gallery, so every single time it's a joy.

This time is the turn of the gates from the game Hypergates.



Permalink >>

September 7, 2011

Hypergates

Year: 2011
Softwares: Modo - Photoshop - After Effects - Illustrator
Notes:
Part of 3D work I did for the game "Hypergates"
Official Facebook page

Links:
Splash Screen
Gates
Hangars and Combo-Ships
Weapons part I
Weapons part II
Weapons part III

Galleries and Highlights:
Luxology = I - II- III


Charactersforum.com

August 31, 2011

Hypergates - Splash screen

Time to show the splash screen of the game "Hypergates":



All done with Modo and Photoshop.

August 18, 2011

Hypergates - gate model


Finally I can share with you my last work for the upcoming iOS 4 game "Hypergates".

Today I can share only the gate, a vehicle recharge system (more info when the game will be released).

July 10, 2011

Modo Gears - Grass around objects.


Read this first

Replicator is an outstanding feature in Modo. It allows us to replicate one object thousand of times using a fractions of our computer resources.
Modo offers many tools to replicate our meshes at will, but sometimes we need to use a small trick to avoid mistakes like interpenetration with other objects [I agree: the word "interpenetration" is a little intimidating].

This is one of the most cases: grass that grows around objects like stones, trees, tiles, scarecrows, mole holes, garden gnomes and so on.


July 9, 2011

Luxology gallery for "Farnetella"

And it's gallery again!

Permalink: http://www.luxology.com/gallery/image/view.aspx?id=14351

Yes, I know that Luxology gallery is not so exclusive, but this is the second work I posted in that forum and the second time I earn a place in that gallery, so it is encouraging. And I am also a Modo user, so Luxology gallery is much more important than many others, for me.

June 18, 2011

Androcino - Dog Head


Year: 2007
Softwares: Silo 2 - Zbrush 2 - Maya 7 - Photoshop CS
Notes:
I started this model as a Silo 2 modeling test. Unfortunately, Silo 2 turned out to be a weak software with too few tools and too many limitations. So I exported a high resolution mesh to Zbrush 2 where I rebuilt lower levels and then started to refine the model.

The finished model was exported in high density resolution mesh in Maya 7 and rendered with Mental Ray. The skin details were added in post in Photoshop CS.

The final version of this still was used as cover for #001 of THR3aD.

And yes, the name is horrible, but I didn't found anything better for this... this... ok, I don't know "what" is this!

June 17, 2011

June 16, 2011

Farnetella - Screenshots and models

The image "Farnetella" was built as a test scene for compositing worflow, so every object had to be as detailed as needed to create good render passes.  In the end, my 32 bit compositing workflow in Photoshop CS3 didn't matched a satisfactory result, so I prefered to launch a final render output with a couple of separated passes as "volumetric lights". Also in this case, the detailed models helped me a lot to gain a good result.

June 15, 2011

Modo Gears section

New section dedicated to Modo Gears contents. Modo users now can find tutorial, scripts and assets in a single page, just clicking on the menu line "Modo Gears", on the right column.

Back again

Hi!

It's been a long time since last post and many things has happened in the middle. What I did in the meantime? Well, I think I can tell you a tale, a tale of a man and a love called Gabriel...


So yes, I'm a big boy now, a father, and everything has changed. And this blogsite too!
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