•25/02/2014 • 13 Comments
Hey, long time no post
The weather here is still hot now and then, but the extreme days are over, so i’ve been back in the office. I’m still working on some other things and probably will continue to do so for a while, as i enjoy working on something different now and then. Variety is the spice of life.
I’ve learnt a lot about 3DS Max and texturing, picking up a lot tricks and techniques along the way, which will come in handy when the high quality modeling and texturing starts on Trespassing. I want to be sure that when the time comes, i can produce the goods.
In Trespassing news, I’d firstly like to welcome a new member to the team, Seb.
Seb is a 26 year old programmer and is keen to get cracking on the project. He has already got stuck into the latest version of CryEngine, getting a feel for it and making preparations for a Tech Demo.
The Tech Demo will be a single level environment based on the Trespasser demo map. You will have access to some weapons and other objects to interact with, eventually getting updated with some dinosaurs when they are available. To help Seb with his testing i started working on the demo level, and managed to get a lot done in a very short time. I think this has probably taken about 6 hours of work, including finishing the new full size heightmap, learning the new editor and importing the models.
Continue reading ‘Stage 2 – Tech Demo’
•04/02/2014 • 20 Comments
Just letting you know what i’m up to.
The weather here (with the exception of todays short lived cool change) has been terrible. 35-45 degree temperatures outside translate to uncomfortably hot temperatures in my small computer-heated office. One day last week seen the office hit 51 degrees. That’s F’n hot!
So last week and this week i’ve been having a little break from the office and instead working on my old laptop, which is not really equipped to work on anything related to this project, but i am working on something else that ill talk about a bit later on. Its a small side project that’s purely art based and requires no programming or intricate design. I’m using this project to learn more about 3DS MAX modelling and to also get back into some texture work.
At the moment, I dont think my 3DS MAX modelling capabilities would be up to the task of making models for this project. My Lightwave experience was perhaps no better, but i was comfortable using it and confident i could produce accurate error-free models.
I’m really loving MAX the more i use it. Some of the stuff i’ve learned in this short time brings a smile to my face when i think back to how long it used to take in Lightwave. Chamfering edges, connecting edges, extruding, boolean objects, real time lighting and texturing, and to just be able to use images for references in the layout is huge. I love it.
Continue reading ‘Update – Small Break’
•24/01/2014 • 14 Comments
Stay tuned for some more shots soon!
•07/01/2014 • 10 Comments
The South end of the Town is very close to being finished.
I had to post one last shot before bed, as this one is quite nice and might make a nice desktop.
The Large dorm house out of sight on the left still needs to be imported, the brick wall near the Gas Station and the Communications Dish need to be changed and its pretty much done. I’ll probably spend a lot more time detailing little areas, i cant help it, plus it makes for much more enjoyable experience when wandering around.
I got the InGeneral Store imported but it needed a bit of work. The textures are a bit messy and the quality of the design overall is pretty poor. i get the feeling it was a rushed model, as some of the textures were really bad. I’ve replaced them with updated ones that help a lot as well as fix light leaks and floating elements.
I’m trying not to post shots that clearly show untextured models, as it really ruins them. Once i get more of the North end of Town imported, ill take more shots from that end.
•07/01/2014 • 4 Comments
The Diner took some work to get in as it had a lot of materials. I had to combine a whole bunch and reuse a few here and there, but you can hardly notice.
This shot is only a low res editor shot, as the e_screenshot command bugged out and looked awful.
The bar stools are not in yet, ill add them later. Same goes for the toilet and basin. The floor is not the original tile textures, I was out of material space so i just used a big concrete decal. I’ll add the tiles in a later stage, for now it does a pretty good job covered in filth and debris.
There is an old oven in the kitchen courtesy of Crysis, as well as a whole bunch of random objects scattered about. Its amazing the difference it makes when little details are added, the place starts to really come to life.
Next up is either the InGeneral Store or the Saloon. Hopefully neither have too many materials as its a long process and i dont want to have to sacrifice too much. Hammond’s house will be the first model i’ve had to simplify and block off, restricting access to the inside. Even after optimizing it as much as possible, it still has more than double the maximum materials allowed. You will have to wait till later stages before you can explore it.
You can only just make out the new sidewalk model i’ve made. This replaces the basic group of solids i was using and looks heaps better. I’ve also added decals to the roads, repair patches, some drainage grills, a manhole cover and some other random decals. All the power lines have been updated too with textures, and broken wires have been added to the fallen poles, looking very cool as they coil over buildings and objects.
Back to it..
The e_screenshot command works a little better from outside:
Bar stools are in now too.
•05/01/2014 • 4 Comments
Been way too long since i posted a night shot
There’s still plenty of texturing and model importing to do, but its looking pretty nice already.
I think night time on Isla Sorna will be truly terrifying!
•01/01/2014 • 4 Comments
Well it didn’t take long for me to start tinkering with my Rift!
I had seen a few tips and tricks to improve the quality of the Rift display, specifically the screen door effect (SDE), but I never expected them to work so well. I figured the most popular mods would involve switching out the screen for something with a higher pixel density, but I think mods like that would only be possible by those very good with electronics, who could make the changes required to not just the wiring, but also the board.
The mod i performed involves adding a diffusing filter over the screen to try and blur the pixels a little, bleeding them into the black space between them, minimizing the effect. There are a couple of different ways people are doing this, some are using “privacy filters”, specifically the ones made by 3M to limit viewing angles and prevent people from viewing your screen from side on. These are pretty expensive and have to be applied in a particular way for it to work properly. It needs to sit a few millimeters off the display, using spacers or even some of that thick double sided adhesive tape. You also need to modify the plastic divider between the two eyecups that splits the LCD in to two sealed halves. If this is not cut down, it rests against the screen and squashes the space you need between the filter and screen, greatly reducing the effectiveness.
The method I used was very simple.
Continue reading ‘Mod My Rift’