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	<title>Adam Carroll &#187; Game Art</title>
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	<link>http://www.adampcarroll.com/weblog</link>
	<description>digital artist</description>
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		<title>Cornhole All-Stars</title>
		<link>http://www.adampcarroll.com/weblog/2009/08/cornhole-all-stars/</link>
		<comments>http://www.adampcarroll.com/weblog/2009/08/cornhole-all-stars/#comments</comments>
		<pubDate>Thu, 06 Aug 2009 17:13:13 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Professional]]></category>

		<guid isPermaLink="false">http://www.adampcarroll.com/weblog/?p=223</guid>
		<description><![CDATA[This past March I got to work through TracerMedia Interactive on a new iPhone app that was just released called Cornhole All-Stars.  The game is being published by JUFTi, a new company formed by Jon Myers and Chuck Hootman.  I was responsible for some of the 3d assets, including the characters Bucketfoot Bill, Awesome Carl and some of the [...]]]></description>
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<p>This past March I got to work through <a title="Tracer Media" href="http://www.tracermedia.com" target="_blank">TracerMedia Interactive </a>on a new iPhone app that was just released called Cornhole All-Stars.  The game is being published by<a title="JUFTi" href="http://www.jufti.com" target="_blank"> JUFTi</a>, a new company formed by Jon Myers and Chuck Hootman.  I was responsible for some of the 3d assets, including the characters Bucketfoot Bill, Awesome Carl and some of the sets, only the models though -   the concepts and textures were done by someone else at the studio.  The game was just released and is available for download now.  I played it over the weekend and it seems pretty sweet.  I look forward to seeing more games from Jon and the other people at JUFTi.</p>
<p>Jon&#8217;s got an article about the making of this game over on his blog.  <a href="http://graphicconversation.com/2009/04/10/cornhole-allstars-making-an-iphone-game/" target="_blank">Check it out!</a></p>
<p>*The Columbus Dispatch has an article about the game and Jon.  You can read it <a title="Dispatch Article" href="http://www.dispatch.com/live/content/business/stories/2009/08/24/cornhole_app.ART_ART_08-24-09_A6_GEEQLGK.html?sid=101" target="_blank">here</a>.</p>
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		<title>Zryais&#8217; creation</title>
		<link>http://www.adampcarroll.com/weblog/2009/06/zryais-creation/</link>
		<comments>http://www.adampcarroll.com/weblog/2009/06/zryais-creation/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 21:39:36 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Game Art]]></category>

		<guid isPermaLink="false">http://www.adampcarroll.com/weblog/?p=177</guid>
		<description><![CDATA[Just thought I&#8217;d take a moment to go over my creation process for Zryais in case anyone is interested.  I started with this sweet concept by Raox which i chose because i liked the sense of character and over all form.  I also have been wanting to do some more stylized pieces and thought he&#8217;d be [...]]]></description>
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Just thought I&#8217;d take a moment to go over my creation process for Zryais in case anyone is interested.  I started with this sweet concept by <a title="Raox!" href="http://raoxcrew.deviantart.com/" target="_blank">Raox</a> which i chose because i liked the sense of character and over all form.  I also have been wanting to do some more stylized pieces and thought he&#8217;d be a great choice for my first attempt.</p>
<p>
<a href="http://www.adampcarroll.com/weblog/wp-content/gallery/game-art/zryais_base.jpg" title="" class="shutterset_singlepic176" >
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I box-modeled a very basic base mesh in Maya, only worrying about the rough form and trying to keep everything as quads for Zbrush.  Usually I do a good amount of building in Maya before turning to Zbrush, but wanted to try starting with less.  I also planned on using the <a title="Transpose Master" href="http://www.zbrushcentral.com/zbc/showthread.php?t=65409" target="_blank">Transpose Master </a>tool to change his pose into something a bit more neutral.  </p>
<p>
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I then took my mesh into Zbrush and broke it down into polygroups to help with hiding and sculpting certain areas.  I&#8217;d never really used the poly groups all that much in the past, but boy was it helpful and will definitely be something I continue to use in the future.  I also went ahead and bulked out the proportions a bit as well as changed his pose to something a bit more neutral.</p>
<p> </p>
<p>
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I sculpted away, working to achieve the overall shapes and silhouettes as well as the details necessary.  After a bit of sculpting I realized I&#8217;d forgotten to add Zryais&#8217; antennae to my original base, so i went back to Maya to make this change (left image).  If you&#8217;ve ever used Zbrush and had to make changes to your base mesh, you know it changes the vertex order and will destroy your levels.  To get around this i was able to use the &#8220;project all&#8221; function which will transfer sculpted detail from one base to the next (right image).  I&#8217;m looking forward to <em><a title="GoZ" href="http://www.zbrushcentral.com/zbc/showthread.php?t=71414" target="_blank">Go-Z</a></em> (in zb4) which will allow closer integration with traditional 3d apps and solve this problem.</p>
<p>After i finished my final sculpt i exported out a medium range mesh with enough detail that i could make out all my landmarks.  I used good ole&#8217; <em>Make Live</em> in maya to use the sculpted mesh as a base for my low res mesh.  You can also use Zbrush or Topogun or Nex to do this, i just stuck with the original in this instance.  Once the low res mesh was finished and UV&#8217;d, i baked out my normals and AO using a great free program that most people have heard of,<a title="xNormal" href="http://xnormal.net/1.aspx" target="_blank"> xNormal</a>.  I created all the rest of the maps in photoshop using basic tools.  I did however use the polypaint tools in Zbrush to get the long straight green lines on his skin and just used Maya to transfer the maps.</p>
<p>That&#8217;s pretty much everything, so i&#8217;ll just end this blurb with a little turntable of Zryais.  Let me know what you think, and be sure to check out the rest of the images in my <a title="Gallery" href="http://www.adampcarroll.com/weblog/finished-models/?album=9&amp;gallery=22" target="_self">Gallery</a>!<br />
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		<item>
		<title>Zryais &#8211; a step toward game art</title>
		<link>http://www.adampcarroll.com/weblog/2009/06/zryais-a-step-toward-game-art/</link>
		<comments>http://www.adampcarroll.com/weblog/2009/06/zryais-a-step-toward-game-art/#comments</comments>
		<pubDate>Sat, 27 Jun 2009 21:13:10 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Game Art]]></category>

		<guid isPermaLink="false">http://www.adampcarroll.com/weblog/?p=170</guid>
		<description><![CDATA[I spent the last few weeks working on a character designed by the great concept team of Raox.  They&#8217;re a duo out of Spain working on the 2D end of the CG spectrum, and were nice enough to let me use their character concept for my first attempt at low-poly work (if it can even [...]]]></description>
			<content:encoded><![CDATA[<p>I spent the last few weeks working on a character designed by the great concept team of <a href="http://raox.cghub.com/" target="_blank">Raox</a>.  They&#8217;re a duo out of Spain working on the 2D end of the CG spectrum, and were nice enough to let me use their character concept for my first attempt at low-poly work (if it can even be considered low poly).  Having never really concerned myself with poly counts, or the limits of modern game engines, this was a bit of a step in the dark for me.  I stuck to the guidelines of Dominance War IV for my limitations and learned a lot along the way (especially when it comes to what normal maps can and can not do).  I&#8217;m definitely going to be working on some more game art in the very near future.</p>
<p> </p>

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