Friday, 27 May 2011

Mars Gantry VR Test


Here's another test of the VR idea, this time using the old model of the Mars Gantry - the remodel is still in progress.


Thursday, 26 May 2011

TSA Door Test: Design 1


Below is a video of a test for a TSA door design, inspired heavily by the design in JMP3.  I really liked this design - the feeling of a vault door with a hint of "clockface" around the outside.

I'll refine and rework this as time goes on, but am happy with this as a starting point.


General Update - Thursday 26th May


Just a general update.  I've been researching the VR tech, and there are two avenues open: Quicktime VR and Flash.  At this point, I'm trying to find out how to create a VR with a clickspot which, when clicked, plays the walking animation to the next stopping point, then loads that VR.

At this point this is a "possible" in terms of being used for the final project.  I would certainly like to see this in the final version, as it offers far more freedom than the JMP style of navigation.  However, I need a system that we can use for our purposes, and which allows us to add in all the elements that we need to include.

More updates as they happen :)  If anyone has any suggestions about how this can be achieved, please post a reply!


Wednesday, 25 May 2011

Caldoria Lift Test


Here's a quick test to try and reproduce the movement of the lift between floors in Caldoria.  30 minutes to render and produce the video - not textured in any way.


TSA Scanner - QuickTime VR Test #001


Ok, I was messing about last night and found a great way to produce QuickTime VR movies using Blender and the free program GoCubic.  The results, I think you will agree, are quite impressive.

I would like your thoughts on this.  While it was my intention to go with the tried and trusted method of 2d navigation i.e. front, sides and back, I was unaware at the time of just how easily the VR images could be produced, as it only requires that two more images be rendered.

I'd like to hear your thoughts on this.  Should Tribute stick to the 2d style, or embrace the 3d VR tech as seen in JMP3?

A hires version (1024 x 1024) can be downloaded here (right-click and save as).

Sunday, 22 May 2011

Scanner "Promotional" Shot

Evening all :)

Here's a promotional shot of the scanner area - still work in progress, but coming along very nicely.  I'd estimate another week and it'll be locked down.

Enjoy, and let me know what you think!

Saturday, 21 May 2011

Scanner: HD still

A quick update,

Here's a HD still of the scanners, for a closer look ;)

TSA Scanner Navigation Test v1


Here's a navigation test in the "new" scanner area. Fully navigable using the arrow keys - please note that once you're in the centre of the scanner you're stuck there (for the moment!). Feel free to have a play around, and as always, please let me know how you think this is going!

Please note that the flash file is around 6Mb and might take a few seconds to load, depending on your connection speed. Please be patient. Since it is the first test version, there isn't a preloader included.


Wednesday, 18 May 2011

Scanner Rings Update


I've been busy with the TSA Scanner - results below.  I am very pleased with the way the rock texture is coming along too - I'll be using this in other scenes as well, pending further improvements!


Monday, 16 May 2011

TSA Scanner Rings - inspired by Pegasus Prime - render and video test


Here's a render and test of an initial design for the TSA "scanner" rings.  This is very much a work in progress, and is in keeping with the current ideas for the project, which I will keep under wraps for now.


Sunday, 15 May 2011

Mars Gantry: Re-Model


I've embarked on a redesign of the Mars Gantry.  The reasons for this I'll keep in the dark for the moment.  However, I wanted to bring the design back to a "functional" design i.e. how would this thing actually work and be put together.  With that in mind, below is the first shot in this effort.

Ultimately, I want the game to be unmistakable JMP, but with a new spin on the designs, to show people something they haven't seen before.  That could just be a redesign, or it could be reflected in whole new environments to discover.  Enough said about that right now, but I'll leave you to speculate :)


Three New Inventory Videos!


Three new inventory item videos are below, all of which were modelled by Bryan.  I needn't say anything further - they speak for themselves :)


Friday, 13 May 2011

Mars Gantry Emergency Exit Door - Detailing

Hello and happy Friday :)

Ok, here's an updated shot of the Emergency Exit door - I had missed some detailing on the door and texture work - now fixed ;)

Wednesday, 11 May 2011

Mars Gantry: Flash "Demo": Version 11052011


Here is the latest version of the Mars Gantry "demo". I've colour graded the scene, as well as adding more detail. Navigation is achieved using the arrow keys. You may need to click the demo once to make it interactive.

As always, please let me know how you think this is going!


Sunday, 8 May 2011

Mars Gantry: Detailing


The latest version of the Mars Gantry is below.  I'm spending a lot of time getting this right and super detailed; what I'm learning from doing this I'll turn over into all the other environments.

As always, comments gratefully received!


Saturday, 7 May 2011

Mars Gantry Flash Navigation Test v2


An updated version of the flash test, this time with a walking animation and footsteps ;)  Please note that the navigation ends at the end of the walking animation at the moment, but it will give you an idea of my vision of the final area.


Friday, 6 May 2011

Mars Gantry Flash Navigation Test v1


Here's a quick test of some navigation using Flash.  While I very much doubt that this would be the way the final game is put together, it serves as a useful tool to get my head around the logic layout for navigation paths and asset management.

You may need to click the movie for it to become interactive.  At this point, you can only look around the four views from your starting position, using the cursor keys.  More to come in the following few days ;)


Thursday, 5 May 2011

TSA Hallway: Luxrender Style


Following on from my previous post, I thought I'd take a look at an existing model rendered with Luxrender. After 4 hours of rendering, the result is below.


Wednesday, 4 May 2011

Project Update: On Your Bike


I thought I'd share some of the things I've been looking into recently.

1.  Luxrender - this is a renderer which is "unbiased" i.e. should provide a physically accurate render.  It can also utilise the spare GPU power for rendering.  It can be used within Blender itself as well as externally.

2.  Cycles - this is a "work in progress" overhaul for the Blender internal renderer.  This will also use GPU power, as well as being a more "accurate" renderer in terms of light simulation etc.  This is in a very early stage of development, but I am incredibly excited by this news.

So, what's the knock on effect?
The effect of all this is that I'm taking some time to do some research into the different renderers.  Luxrender will give me a good idea for how "modern" renderers work and will allow me to understand what changes will be required to current models.  The work on the Blender renderer, I would imagine, will go through to the end of this year, meaning that any "production" rendering wouldn't start until 2012.

So what are you telling us all this for?
I'd like your thoughts on this.  I want to produce the best looking version that I can, and technologies available or in production will help with that.  The added benefit of GPU acceleration would be welcome also, as it would allow for faster rendertimes.

However, I'd like to know what you think about this.  Please feel free to add your comments below and let's get a discussion going about this.  It's exciting times for Blender users, but this is a remake for the fans.


Tuesday, 3 May 2011

New Day, New Post...


Ok, I'm back after my holiday, and back to the project!

Here's the latest version of the Mars Gantry.  I hope I'm not labouring the point, but I want to get as photoreal as possible and as detailed as possible.  Have a look at the shot below and let me know what you think!

Enjoy :)