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  3. alecmoody

Posts by alecmoody

  • Exavator WIP

    • alecmoody
    • November 9, 2009 at 2:12 AM

    3dsmax

  • Exavator WIP

    • alecmoody
    • November 8, 2009 at 11:12 PM

    I always want to show every detail of something I paint.. With that in mind here is my full texture sheet.

    [Blocked Image: http://www.alecmoody.com/stuff/texture_sheet_big.jpg]

  • Exavator WIP

    • alecmoody
    • November 7, 2009 at 10:11 PM

    I got a new tablet so I decided to update the texture:

    [Blocked Image: http://www.alecmoody.com/large/game/1/1.jpg]

    [Blocked Image: http://www.alecmoody.com/large/game/1/2.jpg]

    [Blocked Image: http://www.alecmoody.com/large/game/1/3.jpg]

    [Blocked Image: http://www.alecmoody.com/large/game/1/4.jpg]

  • Alec Moody- Environment Artist

    • alecmoody
    • October 26, 2009 at 3:52 AM

    Hey thanks, I will do that. I didnt have max2010 yet when I did most of the viewport captures and 2009 doesnt let you AA the viewport for some reason. Will recapture. Great David Byrne avatar BTW

  • Alec Moody- Environment Artist

    • alecmoody
    • October 22, 2009 at 8:07 PM

    thanks for the feedback. I chose a horizontal scroll because I like how it sits on the page and how it works well combined with windscreen monitors. To me scrolling vertically feels less designed.. maybe because its the default behavior. Also I can pick a common pixel height and then change the aspect ratio and still get the images to line up which is important since vertical resolution is more restricted by toolbars and monitor aspect ratio than horizontal.

    about the iphone thing: Going through the IP logs of my old site layout I found a surprising number Iphone users. It was probably about 1/8 of my visitors.

  • Alec Moody- Environment Artist

    • alecmoody
    • October 22, 2009 at 6:18 PM

    I just redesigned my portfolio and added some new content. My goal was to create something with the least interface and still maintain organization while allowing for large image sizes (and no flash). I also wanted it to be easy to navigate on an iphone.

    Screen resolutions of less than 800 pixels high may have trouble (1024x768 works in chrome but not firefox's default layout) but mobile devices should work fine.

    http://www.alecmoody.com

    I am looking for employment (SF bay area), and critique on the website.

  • Exavator WIP

    • alecmoody
    • October 21, 2009 at 2:22 AM

    working on the spec map

  • Exavator WIP

    • alecmoody
    • October 20, 2009 at 8:07 PM

    okay, i have been adding soot and grime.

    ginger: Can you elaborate on what this means "The tread area looks bare as its got that plate covering the bogey wheels, so can either keep it real or remove it to make it look more interesting or cut "access" notches into it."

  • Exavator WIP

    • alecmoody
    • October 20, 2009 at 7:16 AM

    diffuse almost done

  • Exavator WIP

    • alecmoody
    • October 19, 2009 at 3:04 AM

    color management issue solved:

  • Exavator WIP

    • alecmoody
    • October 18, 2009 at 10:22 PM

    Yeah, I am trying to not make it overly dirty. The business end and the rear bumper should be pretty worn but the rest shouldn't be over the top.

  • Exavator WIP

    • alecmoody
    • October 18, 2009 at 2:05 AM

    more work.

  • Exavator WIP

    • alecmoody
    • October 17, 2009 at 12:11 AM

    The model is ~1600 polys and I am about 1/4 done with the diffuse texture. The normal map is nearly finished and the spec mask is temporary.

    Edit:

    Finished product:

    [Blocked Image: http://www.alecmoody.com/large/game/1/1.jpg]

  • The random model thread!

    • alecmoody
    • October 14, 2009 at 10:12 PM

    ~16,000 polys with normal map and AO. Im using xoliul's viewport shader with a cubemap ambient source and one omni. The tread extrusions are built to be easily removable for a first LOD stage.

  • totally random texture thread

    • alecmoody
    • October 12, 2009 at 10:38 PM

    Some textures I have painted in the last few weeks:

    all of which are made from a combination of hand painting and my texture photo library.

  • RL Photoshop Tutorial

    • alecmoody
    • October 10, 2009 at 9:47 PM

    I think people tend to miss the basic important stuff. I would:

    1)Define a pixel, and how an image is made up of pixels. Then I would elaborate on that and explain how resolution and data are finite, explain up sampling, down sampling, explain how DPI actually works...

    2)Discuss RGB values, and bit depth.

    3)Introduce color spaces and basic color management. Explain how an RGB value is only a number and doesn't become a color until it is passed through multiple devices that attempt to use a common understanding of what said value is (ICC).

    4)Discuss destructive editing.

    then maybe move on to actual interface and tools like layers and brushes.

  • Colour Managment Problems

    • alecmoody
    • October 10, 2009 at 2:52 AM

    This is happening because your firefox is not color managed. The images in the browser are being viewed in your monitor's color space and judging by the color shift your photoshop working space is probably adobe RGB. You do not need to delete any profiles.

    You can either un-color manage the document (bad idea for everyone elses viewing but makes your viewing match). Or you can update and or modify your firefox to color manage images and then make sure they are in sRGB space so that they match (check convert to srgb in save for web). Depending on the kind of work you do your photoshop working space should probably be sRGB. Making your images for a color managed browser is the best way to go, especially since most newer browsers are adopting it.

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