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Monday, March 26, 2012

Mouth shapes study.

These are some mouths shapes studies I did for a mockup introductory alphabet lessons for preschool kids. They are supposed to show the differences between vows and consonants.  Where, in the vows pronunciation, the air flows out from the mouth without any obstruction.





While consonants, when pronounced are obstructed by lips, tongue or teeth.





The animations were accomplished with vertex groups and morph targets in Blender and Photoshop later on.

Tuesday, January 17, 2012

Turma Cósmica (Cosmic Bunch) trailers.

Here are some trailers that I prepared for the volumes 1, 2, 3 and 4 of Turma Cósmica (Cosmic Bunch), a set of educational computer games we developed at PUC-PR University in collaboration with Editora FTD

My duties on this varied through art direction, 2d artist, 3d modeling, texturing, level design and building and sound editor and even some programming here and there and graphic design for the boxes.  The whole development team was of about 15 people including interns.

For this year, our efforts are concentrated in making a web version of Turma Cósmica.


Trailer for Volumes 1 and 2


Trailer for Volume 3
- Rumo ao planeta Antiqua -
(Heading to planet Antiqua)


Trailer for Volume 4A
- Reconquistando o Brasil -
(Reconquering Brazil)


Gameplay of Volume 4B
- Contador de histórias 3d ( 3D story teller) - 

Tuesday, December 13, 2011

Modeling and materials exercise II - Egyptian chair



I should call this more a materials and texture exercise because that is where the complexities are, the modeling was relatively simple although it was a little hard to get the proportions, I only had one picture as reference.


Modeling and rendering were all done in Blender. Photoshop was used for making the bumpmap for the side panels.

Friday, December 2, 2011

Modeling and materials exercise - Victorian Footstool



This is the result of a modeling exercise I did recently in Blender 2.6. One of my attempts was to do some organic modeling on the dragons (in my case) or gryphs from the reference image further below. I call mine dragons because there are still missing details that would make them look more like cats, such as the tail, and chest and head fur and also a little bit of the proportions on the head. Since most of the modeling I do at work are low poly for games, I wanted to try out the Blender's sculpting tools on these, and also in the cushion and the golden emblem.




The materials were all setup thru the use of material nodes. Two bitmaps for the wood texture, one for the diffuse and specular map and another for the bump map.  The cushion is using a Voronoi procedural on the bump map as well.
The original rendering was done using Cycles inside Blender with full global illumination and depth of field.  In the screenshot below you can see the basic studio setup. One infinite plane and four area lights with 2 of them contributing to the overall illumination and 2 acting more like reflection planes.


In this screenshot you can also see the complexity of the wood material. The other materials are relatively simple phong and metal setups.
Afterwards I reduced the image to 720p and did some color correction in Photoshop.

Wednesday, October 26, 2011

Quick test with Cycles render engine.

This is a quick and dirty test of the Turma Córmica and  Cycles. I'll try to post more details about the setup and some overall fine tunes on the meshes, materials and poses on a next post, these meshes are optimized for the game engine not a full render.



I think these guys would look great as actual mini figures.

Tuesday, May 10, 2011

5 Centimeters Per Second - A painting in every scene.

Yesterday me and my wife watched 5 Centimeters Per Second.  A beautiful anime directed by Makoto Shinkai  that tells the story of Takaki and how he has dealt with relationships along his life.

I was once asked by a fellow friend and coworker, why did I prefer to do backgrounds and sceneries instead of "cool" characters and animations.  I would probably have had a better answer by just showing him this anime, and what I'd be trying to achieve.

While watching it, I couldn't stop noticing how every shot was beautifully composed. Although some of them had no dialog, they had to exist, they told a story by them selves.  I wold like to congratulate every one involved in this project, and I wish to be able to one day participate in such talented team of artists and maybe learn a bit.

Bellow are some random screen shots of the movie.  All images belongs to Media Factory.













Thursday, February 24, 2011

Turma Cósmica

Loosely translated to english as "Cosmic Bunch" is the first set of educational computer games for children that I have worked on, and it was released this week here in Brazil.


My duties in the production were:
  • Game design for all 2D games;
  • Programming for about 60% of the 2D games;
  • Sound editing for all of the 2D games;
  • Illustrations and painting for the 2D and some 3D games;
  • Modeling and texturing for some of the 3D games;
  • Package design.
Below are some screenshots, and background illustrations with a brief description of my acting in each.



*Game design, programming and illustrations (except the character).



* Concepts, game design and background illustrations.





* Game design and illustrations.





*Game design and programming.




*Game design, programming and backgrounds.



*Game design and programming




*Concepts, slideshow painting, 3D modeling and texturing.




*Package design and rendering.



**All images belong to PUC-PR and Editora FTD