Monday, 29 March 2010

Blimp




Cleaned it up. Also started UV mapping it. Going to print off the Uvs on acertape for projection painting. You cannot really see it here but I had to redo the propellers and turbines as for some reason the UDK Engine wouldn't read it, despite checking the face normals like 1000 times :( Anyway, they are now a little more streamline but more importantly, they are clean in terms of a meshly fashion.

Some inspiration for my house model








Upper body mesh



Modelled my upper body low polygon style. Gave myself some extra weight wink wink :)

Further house WIP



Thursday, 18 March 2010

House WIP2




Plateau

















This is a compilation of the work I have been doing on my Plataeu landscape for my game.

Thursday, 4 March 2010

Skydome test 2

Second video. 2 part sky dome with rotation, getting a little artifacting going on though. Got to work on that.

Skydome test 01

First recorded video (fraps) of the skydome. As you can see there is some tile artifacting going on which needs to be rectified

Eagle Wip

Simple eagle model for my steam punk theme.

Organic Mountains

Mountains for my alien world/organic theme. Might give them another night of smoothing and adding more detail. Still a little too blocky.

Mannekins


Low poly mannekins for my alien world/ organic theme. They were alot of fun to do and the texturing will surely be the same!

Barn door lights

Also working on alot of mini assets whenever I get the chance. These are the main barn door lights for illuminating the virtual sculpture pieces.

Door


The door to the entrance of the sculpture gallery house. Im thinking of having it permanently open for the game, so the player gets invited by seeing an open space he/she hasn't been to yet.

House



This is the house where my main pieces will be stored in. I'm still not happy with the design and would like to try another design.

Monday, 1 March 2010

Evolution of Photoshop

Here's a simple list of the major features of Adobe Photoshop throughout the years:


1
1990
Following Thomas & John Knoll's licensing agreement with Adobe, the first Mac version of this "Killer App" arrived in February 1990.

2
1991

Version 2, code named "Fast Eddy" arrived in the summer of 1991. With the arrival in 1993 of version 2.5, the application now also supported the Windows platform.

3
1994

This version added for the first time the "Layers" feature.

4
1996
Controversial key commands were changed.

5
1998

Version 5 introduced colour management and the history palette. A major update, version 5.5 bundled Adobe's package ImageReady in an entirely new iteration, giving Photoshop excellent Web specific features.

6
2000

The entire interface was overhauled. The new design accommodated better organisation and more efficient use of palettes.

7
2002
The healing brush and patch tool were added.

8
2003
Known as Photoshop CS, Photoshop was now presented as part of the Adobe Creative Suite. While on first glance not much appeared to have changed a large number of new features were added, such as RAW support and the histogram palette.

9
2005
Known as Photoshop CS2, the latest version includes a bunch of powerful new filters and editing tools, tighter integration with and support for Illustrator graphics, support for 32-bit images, and significant improvements to its camera RAW workflow.


From other websites I can gather that CS3 had Clone Source palette and nondestructive Smart Filters introduced. This was also the first version able to import 3d objects , but with limited editing capabilities. However Cs4 changed that and you can directly "paint" on meshes in the program.

http://www.hongkiat.com/blog/evolution-of-photoshop/

The link above is a neat compilation of screenshots of several versions of Photoshop. I first started using the software when version 7 came out in 2002. By then the software was already fairly advanced and going to higher versions didn't seem like a steep learning curve.