Archive for the ‘ CG ’ Category

Est. 1938

This probably won’t mean a lot to you if your house wasn’t build in 1938, but it was still a fun project. Modeled the plaque while I taught myself Autodesk 123D Design. Was designed with angles in mind for sand-casting, and the final result both printed and cast very well.  Printed on my Makerbot Replicator (1), the sand-cast with aluminum.  Now hangs proudly by my front door.

Download the stl and get print instructions over on Thingiverse.

Call Of Duty : Advanced Warfare

We’ve finally released the “reveal trailer” for our latest game:

Super proud of my whole team at Sledgehammer Games (and all the support from Activision) for everyone’s work on this.  Can’t wait for it to come out later this year!

CG model -> 3d printed -> metal cast


3D print on the left, aluminum cast on the right.

I’ve had a “dream” for a number of years now to model something in 3d, 3d print it, and cast it in metal.  Based on the upgrade from my “flowerpot furnace” and the acquisition of new sand casting greensand, today was my first successful attempt (once again casting my companies logo).  I’d previously tried my hand at some “lost PLA casting“, but the end results weren’t satisfactory.  And honestly I’d give today’s attempt a C- : Being my first attempt, I had some flaws in my sand cast design, that resulted in defects in the end result.  I also learned that if you want to pull off embossed letters like shown, you need to bevel them, or the sand will stick to them upon removal (which is what happened to the S & G) even if using parting dust.  Regardless, the cleaned up results with some black paint added gives it a rustic \ worn look.  Next attempt I’ll shoot for a solid B 😉

The print itself took about 2hr 15min on my Makerbot Replicator (1), using gray PLA, 200 micron resolution, printed on a glass build plate with blue painters tape.  It’s about 13cm across, or just over 5”.


Fun learning Unity

I’ve made small games/apps in the past using Python/PyGame  & Processing.  When developing them, I’m always responsible for designing all the systems:  And while a great learning experience, I only have a fixed amount of time to work on these side projects.  So I thought I’d expand out and try a larger game development framework letting me focus on higher level concepts rather than the lower-level coding needed for basic systems.

The three big ones I’m aware of are Unreal (Epic), Cryengine (Crytek), and Unity.  Nowadays you can download them all for free, which is fantastic.  I’ve used Unreal & Cryengine professionally in the past, so I had interest in seeing how Unity worked.  And one of the big deciding factors was the “scripting language” the engine uses:  Unreal 4 has dropped their “UnrealScript” in favor of pure C++ (which I can read, but not really write), while Cryengine uses Lua (never touched it).  Unity however supports C#, JavaScript, and Boo:  C# is very similar to Java (Processing), which I am familiar with, so that made the decision pretty easy.  And while arguments could be made for the “power” of a given engine, and my guess would be that Unity would be lower on the list, they can all do far more than I’ll ever need, so Unity was the choice.

And so far, I’ve been very pleased:  Their documentation (user manualcomponent referencescript reference) and example tutorials/projects are fantastic .  Easy to read, well spoken, and a breeze to follow.  Plus, building the games and deploying to the web has been a snap.  To date I’ve completed the two below ‘projects’, and I include a link to the completed game.  While the ‘games’ are super simple, they were also super easy to make (thanks to the great tutorials):

roll-a-ball spaceShooter

Next I plan to go over their “Stealth” project next.  And like the subject reads, it’s been fun:  It’s nice to be in a development environment where it ‘makes sense’ and things ‘just work’.  So far, my only complaint is they don’t have a build in interactive shell (REPL), and they should really add Python to their scripting language selection :)

Latest 3d print: Hatchet

I thought I’d try my hand at “making a hatchet”: The print will obviously not hurt anything, but it was a fun process to design (in Maya), print, and combine with a hand-carved wooden handle.  Printed on my Makerbot Replicator (1).  Get more info and download the stl over on Thingiverse.


Merry Christmas!