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Click here to switch to the 2D Gallery
Click here to switch to the 2D Gallery

Who Am I?

CA, United States
Before I get to the slightly more interesting 'about me': Name's Alex Robles, I'm a CG Artist that dabbles in 2D and 3D worlds. I enjoy video games and watching what I believe to be the best shows, animated or not. Due to this, I also enjoy creating my own stories and occasionally brainstorming game ideas. Not that it really matters, but I'm also a singer that's not currently aligned with any bands, but enjoy my fair share of voice acting and make up my own tunes. If you care enough to read any of this, thanks for sharing your time and staring at the magical light box on your lap or desk just to see my page. On to the colorfulness: Born from entertainment itself is a man of simple, yet uncommon ideas. This man welcomes you to his realm of perpetually developing chicken scratch and Artistic Revelations as the illusionary messenger, X, or Alex Robles to those who don't enjoy somewhat colorful words. In an attempt to find an efficient method of uploading his 'drawrings' without losing priceless time, he decided to 'blog-it-up-a-notch.' So, check the STUFF out while you can!

Wednesday, April 18, 2012

Konami Playstation Home Portfolio Update 2011-Early 2012













Finally got access to stuff I worked on last year that isn't a Konami Owned IP. So all of these are original creations and most of them are best sellers! A mixture of Hi-poly sculpts and Low-poly models. We have script memory and budget limitations so we have to make these quick with as much quality as possible. I'll try to see if I can upload my animation clips as well! In addition to sculpting, baking and retopologizing each asset, the fullbody characters need to be weighted, LODs created, tested and programmed. In most cases I've had to do all of these things myself. Hair lacks transparencies because of dozens of limitations and for the ability to change the hair color if the Player would like. I can't wait till I can show my newer stuff because, as usual, I learned so much on the job with the only other 3D Artist on the team!

Also, working with Playstation Home's SDK only allows for characters and clothing items to built within certain size proportions, their default rig, a limited small number of shaders and with the creation of several LOD meshes. So the realization of certain character types (Anime for example) might be skewed version of what anime characters might look like. This makes things like intricate/overlapping geometry and transparencies nearly impossible.

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