Michael Hillard

 
 Lunar Eclipse photo and video  April 17, 2012

What a great night this was! It turns out that on this night, the night of the super rare winter solstice lunar eclipse, a lot of america was under cloud cover. Luckily, south Florida was exempt, and we got a nice clear evening.

I stayed outside in the cold for several hours trying out my new Canon T2i, and its software on my laptop for use as an intervelometer. This image was produced from taking a frame every 3 minutes with the EF-S 55-250mm lens.

Although I must confess, I took the actual pictures at 7 second intervals to make a smoother time-lapse video of the event.  The resulting video can be viewed in HD below!

Also, a big thanks goes out to BadAstronomy.com for showing my image off, I’m honored!

 
ssbump_texture_test0002

The following is the procedure I came up with to produce a working SSbump map (for use with the Source Engine).  I had to figure out some method, because at the time Half Life 2-Episode 2 had just come out, and there were no tutorials anywhere on how they worked. This method may be completely different than how valve does it, but I wanted to work it out for science at the time, and get something useable to my comrades in modding.

1. I started with a test diffuse map, and doubled this material as the height map in 3D studio Max.

2. I then created a gradient material, and set it as the spherical environment map in a scene with a square model in the center. The diffuse map (and height map) are applied to the square.\

3. After baking a texture from the result from the square, this is what it should look like. The hue is the direction of the SSbump normals.

4. This is a breakdown of the RGB channels in the new SSbump map, to show how the light from the gradient effects the surface of the texture.

5. Next I made a simple tile texture in Max with random tile heights. I followed the same procedure as above to get this SSbump map.

6. And here is the map in the game. The shorter tiles look bent because of the height of the adjacent tiles, and the shadows they produced in 3D studio Max. This can be corrected to taste by using harder lights, or a less extreme height map.

Also, erroneously, the directions in the SSbump map are being used here to tell which direction the reflections should go, when the purpose of the SSbump is to allow the texture to shadow itself when using a flashlight or in this game’s case, night vision goggles. It is for this reason I prefer to use softer shadows. (instead of razor sharp edges)

Apr 172012
 
 Misc. Paintings  April 17, 2012

These were all done in Photoshop, with a Wacom.

Mar 312012
 
 Sonic 2 HD  March 31, 2012

Here are the concepts that I used to be accepted into the Sonic 2 HD project.

I will add more as the game releases.

 
 Painting of a speaker  May 5, 2011

A common Altec-Lansing Speaker. This was one of my first Photoshop paintings using the wacom intuos 2. I created it during one of my lab sessions at IRSC in 2004. I painted it simply because it was there at the desk, and I wanted to see how realistic I could make something. It took about 5 hours.

Shortly after this, I purchased my own wacom.

Sadly, I lost this and a few other original .PSD files in a portable HDD crash. All I have now are printouts, which explain the dot patterns and color weirdness in this scan.

 

Click the image for a closeup.

 
 Photoshop – Promos – Logos  April 17, 2011

This is a collection of various projects I’ve had to put together for different companies. The logos are all vector. In some cases, I had to deconstruct old logos of designs and remake them to be editable, or vector.

Nov 092007
 
 November 9, 2007
Apr 082007
 
 April 8, 2007
 
 September 3, 2006
Jul 212006
 
 July 21, 2006
Dec 272005
 
 December 27, 2005
Apr 172005
 
 Hi-Chew Project  April 17, 2005

This project is from 2004 Back then rendering took a very long time.

When I visited Japan in 2004, I fell in love with these little yogurt flavored candies called “Hi-Chew”. Perhaps they are high in chewiness or something. Anyway, I decided for my 3D Studio Max class project, I would completely remake the wrapper in vector, then make a scene in some kind of imaginative advertisement, complete with bowl of yogurt and spoon. I succeeded in vectoring the whole thing, but at the time I didn’t know anything about the Japanese language, so all the writing was done one stroke at a time with the pen tool. But, every aspect of the logo is vector. The finished render took about three days.

 

Feb 212005
 
 February 21, 2005
Mar 092003
 
 March 9, 2003