Ah, the Artists' Corner. Where beret-clad artistes sip espresso and sketch the Eiffel Tower in the gentle Parisian dusk. Wait, wrong corner. GIGnews' Artists' Corner features helpful game industry information and inspiration.

The "SimpleGuy": A Review of and Tutorial for an Intuitive Maya Biped Character Puppet
By Kris Kapp
Kris Kapp has spent a lot of time rigging characters and, mainly, he's come to rely on using scripts for most of the repetitious work, but it is still a time consuming process to completely rig a character for animation, hence his enthusiasm for the SimpleGuy, an intuitive Maya biped puppet which he found to be a great tool...More (February 2003)

Rigging a Vehicle by Kris Kapp
Kris Kapp recently spent a considerable amount of time rigging various vehicles for animation and came up with a few tricks...More (March 2002)

Interview With the Goddess: A Chat With Paul Steed
In this interview, Melanie chats up Producer/Artist Paul Steed. Steed’s mastery of modeling, animation and the creation/direction of cinematic sequences on high profile games such as the Wing Commander and Quake series has garnered him considerable recognition and praise....More

Kris Kapp's SIGGRAPH Wrap Up by, not surprisingly, Kris Kapp
This was my first trip to SIGGRAPH and, quite frankly, I was a bit under-whelmed. The show seemed to mirror the current perception of a downward trend in the industry. Everyone I spoke with remarked on how the crowds were much smaller than in the past, and I noticed that there were quite a few empty spaces on the exhibit floor. Nevertheless, there were events of note...More
(September 2001)

Chicken Head Setup by Kris Kapp -- Addendum -- More UV Mapping Fun with the Chicken by Kris Kapp
Last time I showed an example of how to generate UVs for a nurb-to-poly object by using the chicken’s head as an example. I did it that way because I was having hard time working with Maya’s UV tools. Maya does some strange things with the way it does its cylinder mapping, and I ended up laying out the UVs for the head pretty much by hand...More
(September 2001)

Chicken Head Set Up by Kris Kapp
Finger lickin' good Kris Kapp ties on his Maya apron and sets his sights on the chicken head...More
(August 2001)

Your first dance with the chicken? Get caught up on all the chicken scratch:

Character Animation Part 1 – Character Modeling using Nurbs Primitives and Sub-Divisions Surfaces Or How to Make a Chicken From Scratch by Kris Kapp
I modeled this chicken over the course of a couple of evenings. I needed a character that would offset my last one, the Rabbit of the Apocalypse. The rabbit character is tall, emaciated, and rather sickly. I wanted the next character to be more robust. So, after a buddy gave me a t-shirt from a bar in New Hampshire called the Black Cock, I knew what my next character would be...More

Character Animation Part 2 – Foot Setup For a Chicken by Kris Kapp
Last time I talked about modeling the chicken. This time I’ll go into how I set up the foot controls. I decided to use a "reverse foot" to drive the leg IK. The advantage of the reverse foot is that it gives you a solid heel that you can plant just like a real foot. Normally you would build a skeleton and do a test bind on the geometry before building fancy controls...More

Basic Skeletion Set-Up for "The Chicken" by Kris Kapp
Kris Kapp goes back into the Maya kitchen for some ribs and wings...More

Making Games with Caligari trueSpace: An Introduction by Isaac Vanier
There are plenty of choices out there when it comes to 3D modeling and animation programs. The only problem is that most of them cost an arm and a leg – and that doesn’t include the computer required to run them. If you’re one of those fortunate enough to be on a project endowed with a magnificent seven figure budget, you’re all set. But if you’re one of us less fortunates, you can be faced with a handful of choices that range from bad to worse...More

Working So Others Can Play: Jobs in Video Game Development
Part 2: Artists and Sound Designers

by Olivia Crosby
Nothing grabs a player's attention faster than the images on the screen. Artists create those graphics. During the concept stages of development, concept artists draw sketches and storyboards to illustrate and embellish the designers' ideas. Artists later create all the artwork the design document calls for, including creatures, settings, vehicles, and icons...More

Depth of Field as a Post Process: A Maya Tutorial
by Kris Kapp

...When I started messing around with his tutorial I immediately realized that I could use the sampler node info much like a Z buffer but with much more controllable results...More

Maya Tutorial Part 1: FK to IK Leg Setup in Maya
By Kris Kapp

Maya Tutorial Part 2: 
Calculating Secondary Action Based on Skeletal Animation

By Kris Kapp

Creating Rich and Beautiful Texture Art 
by Eni Oken
One of the most important techniques used to create texture art that is rich and full of depth is called "layering". Widely used in the traditional art world, "layering" is still not very well known in the gaming industry, even though good texture art is vital for the success of any game project More...


Video Games and Online Worlds as Art
by Raph Koster

To my mind, all arts are based around communicating something. They use a particular medium to communicate within the constraints of that medium, and often what is communicated is, in fact, thoughts about the medium itself (in other words, a formalist approach to arts--much modern art falls in this category). The medium shapes the nature of the message, of course, but the message can be representational, impressionistic, narrative, emotional, intellectual, or whatever else. Some art forms are solo, and some are collaborative (and they can all be made collaborative to an extent, I believe). And some media are actually the result of the collaboration of specialists in many different media, working together to present a work that is incomplete without the use of multiple media within it. Film is one such medium. And video games is another...More

Setting Up Directory Structures for Lightwave 
by Victor Osaka
In this real-world, real-job practical and informative Lightwave article, Victor Osaka addresses three topics regarding directory structures: ease of use through standardizing; protecting your stock files by using proper directory methods; And to make make backing up even easier. More..

 

 

 

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