Hello, my name is Alejandro Gorgal (everybody calls me Alex or Linfo though); Im the character modeler and animator of "Depth", making divers so you can tear them apart.
Posted by linfosoma on Sep 28th, 2011
I can't really talk about any of the things I've been doing lately, but I really feel like things are moving along.
It's incredible to look back and think off where I started (and what a noob I was, I didn't even know how normal maps worked back then!), still got a long way to go, but I finally feel more confident and capable of taking on things when it comes to game development.
Depth has given me a lot, and Im really grateful of being a part of what I believe is something completely different (and yet so strangely solid and fun to play). I really hope to be able to see the project come to life just to watch the internet pick it apart (lol!).
My character modeling skills have really improved! Im still terrified to post anything on the Polycount forums, Im way behind that sort of level, but it's getting there.
Im also doing some hard surface modeling and texturing, it's fun! I like how building things is like a puzzle, you have to really think about how you are going to do things to maximize the UV space you are going to work with.
I also learned how to rig and animate in Maya. It was surprisingly easy moving from Blender to that, I mean, the interface and tools are different yes, but once you know the basics it's easy to figure things out.
My next goal will be to learn those things in 3D Max, but I still have time for that. Blender's animation tool kick ass, and the rigging tool is still the best I've seen but man, the lack of any real (i.e. non-hacky) smoothing group support really pisses me off. Blender still got a long way to go in some sense.
Anyway, I think that's all for now. Godspeed.