Oh how the 10 weeks came and went. Today…yesterday…THURSDAY was my last day at Hi-Rez.
I showed Sean the mesh I had chosen before the paintball mask – the nemes. That is what the headdress is called for the Egyptian pharaohs.
Then, I had to modify all of the head flair so that there would be female versions of each. I noticed that this usually required moving it down (because the female is shorter, I presume
), back, narrowing it from the front of the head to the back, and enlarging side to side. That, plus more specific fiddling around with vertices where needed.
The tablet was being crazy (love Vista tablet settings that take over everything), so I did not finish the textures for the paintball mask today. Since I had already made the high poly ZBrush version/normal map, I am bound and determined to finish them anyway and email the files to Sean. That isn’t cheating, right?
Other than that, I did a bit of the afternoon playtest before retreating back to my desk.
I got to say goodbye to Nabil (cool IT dude) and Jerry (character AND environment artist who was in front of me). Jerry has awesome traditional media paintings that he made which are hanging in his cube. I was always blown away seeing his work, along with all of the character folks. I never really spoke much other than hellos and short comments on what I saw people working on. Usually everyone was busy, so I didn’t see a reason to barge in and interrupt them. And, as mentioned before, I am sort of shy.
When I left, I think everyone else was either gone for the day (it was around 6:20) or at some ice cream party. Being a vegan, I hear things like “ice cream party”, and the words are filtered straight into the trash bin of my mind! Hah! I wasn’t going to the ice cream party, but I looked outside to see if Sean was chilling out there (don’t ask why I figured people would be there as opposed to some location in the office – I’m still pending a good night’s sleep). I had already emailed him, so I just went ahead and left after leaving my entry badge at his desk.
And with that, I will leave you with a singular, but really good, tech note:
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Keep your poly angles at or below 45 degree angles, if possible!
Why? You can often get away with just using ONE smoothing group, for starters. It will, of course, look less ‘polygonal’. Plus, when generating the normal map from the high-poly mesh, the edges will not look nearly as distorted in the map. I would sometimes have to go in and touch up the normal map manually in Photoshop in the places where the low-poly mesh would have strong angles. This saves you a lot of that trouble.
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This wraps up my blog about my Hi-Rez Studios experience. I am so happy that I got this opportunity. It makes me wish the quarter was longer. Even though I wasn’t very gabby, I still learned a ton given the patient, fun, and informative nature of those in the studio.