It has been a while, so what happened? Well, things were going smoothly in February last year, and then, a seemingly unending supply of new projects hit. From a single 3D project at a time (Planet Sheen, or Fanboy and ChumChum) Bardel exploded to doing more and more simultaneous productions, Teenage Mutant Ninja Turtles, Monsters […]
Category: technical artist
The book MEL Scripting a Character Rig In Maya by Chris Maraffi, is an intersting book on how to automate more of the rig creation (something I am a big fan of). Maraffi has a video describing his tools on youtube at http://www.youtube.com/watch?v=x4s6-ahJWvU. This is a good book for those interested in MEL scripting and […]
I went to the Siggraph event “The Art of Lighting and Rendering Rio” for the new animated movie Rio http://siggraph.ca/festivals/information.php?fest=20110621-RO which featured Jim Gettinger, Lighting Supervisor at Blue Sky Studios. Blue Sky Studios (New York) is owned by Twentieth Century Fox and has a pretty good 3D rendering history including Ice Age movies, Robots, Horton […]
The Game Asset Pipeline by Ben Carter is interesting in that it is probably one of the only books out there on asset pipelines for games. The books is broken into too major parts: high level asset management, and low level processing details. Overall, the book handles these issues effectively and with some interesting insight […]
Not so much a programming book as much as it is a look into the entire world of tools development, Game Engine Toolset Development by Graham Wihlidal is an interesting read for those wanting to improve the production pipeline or tool creation. Now that I my current job is focused more on the technical artist/programmer […]
So I am just a few days into my new job as a Technical Artist/Software Engineer working for Bardel Entertainment http://bardel.ca/ in Vancouver. It is pretty exciting working with some old friends from Leap In Entertainment, and the work that goes on here is some high quality 3D animation. It is a little different than […]
The programming languages to know (for Game Programmers and Technical Artists), but can really be applied to almost any programming task:
Art Books
Something a little different today, I’m having a look at more art related books. I feel like I always want to use “both sides” of my brain and enjoy the artistic aspects and results of the tools and games I create. For me, it was always important to get technical, so that when I had […]
Hello Blog Reader, I am here to share my interests in game programming, art pipelines, shaders and technology. First a little introduction.