Posts Tagged ‘Apple’

Devil in the Details III

Wednesday, April 15th, 2009

Yay! The final part of my Details series is up on the Alias Design website.  Of particular note was that this part in the series was done in the Mac OS X version of Alias! I am pleased as punch to be working natively in Alias on my Mac and have few reasons to keep my Boot Camp partition around now. I look forward to all the projects that lay ahead for this software and it really is a game changer for my process. I plan on having a more in-depth ‘review’ soon!

Devil in the Details

Look for more tutorials from me in the future, but in the meantime enjoy!

J.

ZBrush 3 for Mac OS X

Monday, September 1st, 2008

Finally. After more than a year and a half after the PC release, Pixologic finally announced the September 29th availability of ZBrush 3.1.2 for Mac OS X. I would find it very interesting to read a case study of the goings-on at Pixologic regarding the development.

It’s Mac Intel only which is inconsequential to me, but my condolences to the Power PC crowd out there who were hanging on.

I bought my ‘Upgrade’ in April (they’ve been taking pre-orders since the PC version was announced way back when) and have been anxiously awaiting it’s arrival. In the meantime, there have been a few very notable and somewhat entertaining threads over at the ZBrush Central forums regarding this debacle. As mentioned before – I would be really curious as to what the whole story is. Amongst the Mac ZBrush hold-outs it seems to be widely regarded as a PR train wreck. You can enjoy the more than 2300 posts (as of this writing) here.

Here’s my first zBrush thing. I did this in Boot Camp just after having bought the Mac version which came with a complimentary PC license because the Mac version didn’t work on the Mac naturally. Since a lot of the sculpting features depend on texture maps and all my software is Mac licensed (i.e. Photoshop), switching back and forth between PC and Mac OS X was too cumbersome to be practical – hence my excitement for the native Mac version to come out. Cheers and happy ZBrushing!

Cro-Mag Rally Lives

Friday, August 22nd, 2008

Way back, before the turn of the century; that’s the year 2000, (Yeah, that turn of the century – and only if you believe the 21st century started in 2001) myself and a group of other artists did a super quick project for Pangea Software. Apple was about to refresh the original gumdrop iMac’s with a new graphics processor and need some games to show it off. Brian at Pangea had had some other successes with shipping games directly on the Apple’s platform and was willing to give it another go. Out of the 2 1/2 month effort, came Cro-Mag Rally – a fun little Mario Kart-style game that follows a band of cavemen and women as they race through a variety of tracks each representing a different landmark era in the evolution of civilization.

About a month ago, the game was re-released for the 3G iPhone and it now lives on. Apple, in fact, just made a new ad for the iPhone featuring the game as a center piece. Watch it here.

When I started the project, I was still working at Thomson. When I finished the project I was working at Motorola – I was also newly wed. That was a very busy summer – not unlike this one actually – except without all the job changing and marrying and stuff.

I had taken a trip to Hong Kong right after Brian and I had gotten in touch with each other. So, I took advantage of the 20+ hour flight to do some sketching for the game. Here are some to enjoy. They have always been some of my favorite pencil doodles. The “Caveman Industrial Designer” has become bit of an icon for me.

Enjoy…

 

I also had the privilege of creating the characters; Brog and Grag. I think that’s cave speak for boy and girl. Anyhow, for some reason they ended-up looking a bit like Neanderthal versions of a certain bride and groom. She married me anyway. Whew…

Cheers,

J.

Car Design…

Monday, May 21st, 2007

I don’t really consider myself a “car guy”. I enjoy racing games. I’ve seen the Pixar movie. I know my fair share of the latest models on the street and many of the classics. But I don’t crave them. I don’t talk about them all the time. I don’t care if I’m driving the latest or fastest. I can’t fix them. I’ve never seen Bullitt.

 

As a designer though, there is a certain allure. I never had the chance to take a legit transportation design class in college, but there was that temptation. That niggling little voice in my head that said, “yeah, cars are cool.”

There is just something inherently interesting about the shape of cars; the whole format; the platform if you will. Four wheels, two headlights, etc. It’s amazing there are so many variants out there. So many interpretations for a fairly limited archetype.

 

That little voice told me to give it a spin. Get it out of my system. I started this project, a long time ago. I just had to finish it so I could move on to other projects that I need to get out of my system. So about a week and half ago, I dug out my old files and started over. It’s nice to step away from something and come back to it. You see new things.

 

I started with this as my basic idea: make a “super car”. Yeah, I know – cliché, but if you have to get a car design out of your system, might as well make it big and fast (looking). I wanted something that evoked classic 60′s cars (Dinos and Cobras and such) but still feel modern. I always loved this era since car design really was about the shape of things rather than how contorted the sheet metal could be or how many vents something could have (all functional of course!). Keep it simple. Make it nice.

 

I know there is a lot missing with this one. No side markers. No exhaust (hydrogen power?). The grille isn’t really finished. I didn’t do an interior since I didn’t start from the inside-out and no-one could possibly fit in it… or maybe they could. I took the basic dimensions from a Murcielago; overall XYZ dimensions, the track width and wheel base (although I ended-up stretching it a bit).

 

I took this on as a personal challenge. There was a lot I didn’t know about car surfacing and overall proportions, but I know what I like. I like Cobras (as mentioned). Harald Belker’s Lexus from Minority Report is pretty cool. I love the DBR9 Aston Martin. The Ferrari P45 and Enzo are nice as far as super cars go. So yeah, I took bits and pieces from all of these to make my car. As such, I didn’t set out to make it fit any existing brand. I don’t have a name for this car. It’s working title was just J-car in all my 3D files. It could really use a logo on the nose and tail. Details…

As an aside, I should mention that all of this was done in AliasStudio 2008 running on my new Mac Pro. Overall, I am super impressed with the performance. The images are not renderings, but screen captures directly from the CAD application (with a bit of Photoshop for the depth of field and lighting effects). Real-time rendering has simplified my life in so many ways. I love to look at a product as it is developing and evaluate in under a variety of lighting conditions and in different materials. The “image base lighting” features added in the 2008 edition make for some fantastic images. These have a nice airbrush quality to them more than photorealistic. Not hyper real, but convincing. Maybe one day, I’ll do some Maya Mental Ray images of it.

This has been a really fun project. I learned a lot. I learned how many tools are in AliasStudio are tailored for car design that I don’t use on consumer products. I also picked-up some cool shading tricks that I may share at a future date.

Oh, and here’s one for the Cobra fans…

Clover 1S

Wednesday, January 24th, 2007

My boss alerted me to somebody referring to the Clover 1S as being Apple-like. Thrilled, I googled around and sure enough, found the Pulling Shots blog.

It is [also] really slick. It’s design, though primarily black, is reminiscent of Apple and their tight tolerances.

I am honored.

I’ve been looking for a reason to blog about the 1S for a while and this this seems like a great occasion. Never mind that the post on Pulling Shots is a year old. It’s new to me and the Clover team is is still building steam.

The guys (and girls) over at Clover are a fantastic bunch and a lot of fun to work with. I’m glad that they’re getting the great press that they’re getting. More power to them! Their product has been a joy to work on and it’s always great to be in the company of design savvy clients that really believe in what they do. I’m sure the copious amount of caffeine they ingest doesn’t hurt either…