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Heinz Schuller
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Maya LT - Good Value or Dead End?
C'mon in and play, what could possibly go wrong? Earlier this year I took a risk and bought Maya LT, a 3d authoring tool that Autodesk claims is perfectly suited towards indie game developers, especially if you use their game engine (StingRay). After six mo...
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An update on Arnold Crashes in Maya
Every action causes an equal and opposite reaction. In my previous post I waxed poetic about the rough transition from Mental Ray to Arnold Renderer in Maya 2017. I've been asked "why not just keep using Maya 2016 for legacy stuff?". Unfortunately that's no...
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Autodesk Maya Goes All Leroy Jenkins on Rendering
Pictured: Autodesk Maya 2017 user searching for sanity. Ranting about something is really only credible when you're young. To paraphrase Henry Rollins, when you're young and angry and edgy, and pissed off at all the BS in the world... unleashing a searing w...
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Your Curve Editor is a Damn Liar!
Professor Bunsen explains Maya's curve editor to Beaker This is one of those blog posts I'm writing in the hope that I've foolishly overlooked something obvious. Where some smart personĀ  would reply with "hey dude, duh, you just click these 3 checkboxes and...
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Designing Environments That Feel Right - Part 2: The Art Tests
Favela Courtyard in a rare night appearance Previously, I talked about the cornerstones of game art pre-production; reference imagery and concept art . This week we move forward into 3D Design and realizing these ideas in actual game art. Early in the devel...
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So many mouse clicks...
I really need to blog more about game development stuff, but sometimes you're so deep in the sh*t that it's kind of overwhelming to break it all down in a way that people could obtain something useful from it. In the last six months my work has been dealing...
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Notice of Project & Authorship Change
This post is just to officially notify all that as of September 30 2015 my work & involvement with the game project known as Savage Lands Early Access has come to an end. The fine folks at Signal Studios are taking things forward, and I wish them the best o...
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What is Collaborative Art Process?
Everyone on the team needs to contribute action. A good art director in game development should be able to communicate a vision that is compelling, yet realistically attainable in a production sense. But how the A/D goes about including the whole team in th...
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Environment in Savage Lands: Part 3 - Vegetation and Chopping Down Trees
screenshot from Savage Lands In the previous post , I went through the process of applying textures to the terrain. Next I will be talking about nature content like trees, grass, & rock. Also, how content was made for the tree & bush destruction in our game...
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Environment in Savage Lands: Part 2 - Terrain Composer & Splat Textures in Unity 3D
screnshot from Savage Lands In my last post I talked about the concept phase, and the tools & procedural sculpting of our height map. Moving to the next step of the pipeline, I will attempt to describe how we established the environment in Unity using Terra...
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