Thursday, 30 June 2011

Thursday, June 30: Project Update

Hello!

I'm writing this to reassure you that the project is still ongoing.  Myself (and I'm sure the rest of the team too) have other things going on that take up free time - personally I've had a lot of things come along at once that have sapped my free time into a temporal vortex.

To reiterate, the project is still ongoing.  Updates will be posted as things happen - I've got an update on the concept story side to post in the next day or two, so stay tuned for that :)

Thanks for your patience!

Andy

Wednesday, 22 June 2011

June 22 Project Update

Hello!

Another short update - work is progressing on the project; currently we're expanding the concept story, working on Norad concepts, inventory items, the TSA and outlying areas etc.  There's an awful lot happening and an awful lot to do, but again I want to thank you for taking the time to visit and support the project - it means a great deal, both to me and the team.  We all love Journeyman, and I hope that shines through in our work!

I hope to post again next week with some rendered updates.

Andy

Wednesday, 15 June 2011

Project Update: 15 June 2011

Hello!

Since it's almost a week since I last posted, I thought I'd put this up to reassure you that I'm a) still here and b) myself and the team are still working on the project.

We're heavily into the concepting/scriptwriting part of the project now, and things are moving along apace.  However, there are elements of the project that I don't want to reveal before release, therefore posts might be a little more sporadic from now on.  There's a few surprises in the pipeline that I don't want to give away, and that's what we're working on at the moment.

As/when I can put images/story sections up on here, I will :)

I'd also just like to say a big thanks for sticking with the project so far, I really appreciate the support!

Andy

Thursday, 9 June 2011

Scanner: Microdetailing

Hello!

I've started microdetailing the scanner area, adding bolts, panels and other small details which, hopefully, will add to the realism and immersion in each shot.

Below is a promotional shot from this effort so far.  This is taking a lot of time to do, but I believe that the final visuals will be worth it.  Not only that, but Presto did such an amazing job of detailing their worlds that I don't want to let Journeyman down by kicking out a sub-par effort.

Enjoy!

Tuesday, 7 June 2011

Concept Story - Part 1 - written by Zack Sparks

Hello!

A special treat today :)  Zack recently came onboard as the project concept writer, and sent me the following section.  I find this incredibly useful; while reading it I can get concepts for new objects etc (see the clock below).

Enjoy!!

--------------------------------------------------------------------

One moment, everything was fine. Gage sat on a beach chair, scanning through the tablet book in front of him, sipping something saucy and listening to waves lap and soak the sand. The wind rustled, and he looked up across the ocean.

There was nothing on the horizon. Nothing but clear, light blue above an undulating dark blue, cresting gently with the horizon line. His sunshield visor slid up, accommodating for Gage's viewing angle into the sun. He sighed. “Shield off,” he uttered. The shield slid back. Gage wanted to view the world in all its majesty for a moment. 
Just a brief moment.  Because in the next moment, everything was not fine. It started simply enough—just a droning buzz in the forest behind him. He turned and looked behind him, into the tropical trees. He saw nothing.

But still, the buzz grew. It was droning, like a child blowing on a noisemaker, growing louder and steadier. The sound almost reminded Gage of a lasersaw cutting something very large.  A structure sat to the right of Gage's peripheral. Whatever the buzz was, it was shaking the brushed metal structure; it was vibrating as if in an earthquake.


Gage removed the visor piece from his ear completely and sat it on the table next to the chair. The pieces that formed over Gage's brow retreated into the earpiece, and Gage wished he could retreat as well. Whatever it was back there, it sounded evil. He stood up and turned fully to face the noise when he heard something else. 
This time, it was a child. At least, it looked like a child. She was walking in a hurried pace out of the forest, moving quickly to Gage's position. 

“What's that noise? Is everything okay?” Gage asked instinctively.

The child's speech became clearer as she approached Gage's position. “...should really go with the Global Transport solution. It saves time and energy from the usage of the fusion car.”  Gage was puzzled for a moment.


“Global Transport—contact your local representative today.”  His brow furrowed.

“6:40 this morning on a beautiful Caldoria day, just like all the others. Today is a Rainer, so remember to take a change of suit if you plan on being outdoors after noon...” the child's speech continued.

In the next moment, Gage was lying on his side in his bed, hair messed and matted down, a small puddle of saliva formed around the corner of his mouth and spilling out onto the bed. He groaned, rolling over and touching the holographic clock on the bedside table. Its task complete, the clock dissolved into the surface of the table. 
Gage lay still a moment and stared at the bland, gray ceiling. He knew, on a deeper conscious level, that there was some blue sky somewhere behind that ceiling. But there it was, obtrusive and arresting with its nonstop assault of gray stucco.

Why? Gage thought. Why is it always the good ones?

He spun, placing his feet on the ground and sitting upright a moment. His ear-length hair remained hopelessly matted to his head, and his shoulders slumped, hands resting on his thighs. Gage Blackwood was definitely not awake.

“Mmph. Light.” 

The lights in the room rose from the floor, sliding upward out of small panels in the floor on tracks mounted to the wall. They brightened, slowly, as Gage stood up and walked to the window.   The glass-domed East Garden stretched in front of Gage's window, with plants of many colors dotting the landscape. Bushes with big leaves did their best to try and hide the smaller flora, but it was of no avail—the smaller flowers were too bright and saturated with heavy color that they were almost shining through the leaves of the larger plants. Above, the glass dome curved outward and bent the perspective of the sun shining overhead.

Gage walked to his desk, extending from the corner of the room. A monitor was tucked into the corner above the desk, as news tickers slid across the bottom with some talking head on the main screen. Gage's desk was nearly empty—a couple of computer tablets were resting on the desk to the right of a small light, and the holographic projector was throwing an image of Gage's personal machine on the wall. To the left was a gray sliding door, split down the middle into two panels. The lights on the wall had reached their final position and brightness for this time of morning.

Gage stood for a moment in his shorts, staring at the desk, trying to will his brain into the thoughts of his morning routine. In its weakened state, his brain chose clothing first. 

He stepped out into the great room, through the sliding gray door. A coffee table sat in the room's center, with a circular bar rotating out from the far corner of the room. Two loungers sat along the short wall of the great room, with their angled, cushioned design calling for Gage to rest on them. A sofa of a similar style to the loungers was placed on the long wall, while a projection screen dominated the wall now at Gage's back, opposite the loungers.
Gage walked forward, into the single panel sliding door in front of him. His bathroom was the only thing he disliked about this apartment—it was just too small. Gage's size was above average, and it made everything in the bathroom feel miniscule, as if he had entered the room of a child. Everything in the room was shinier, compared to the brushed metal and dull gray and light brown look of the great room. Gage pulled his shorts down and reached in front of him, beside the mirror, to press a button.

At the touch of the button, rings on the floor surrounding the panel on which Gage stood began to turn in opposite ways, rising up with tiny holes dotting the circumference of each ring. Six rings rose out of the floor in all, with the highest stopping above Gage's head. Gage stood in the midst of the rings, head cocked to one side, wiping his eyes. The mounted wash basin in the room had retreated into the wall, and water began to spray gently from the holes in the rings.

Gage used the time to try and shake off some more cobwebs. He shook his hair around and stretched his neck from one side to another, loosening up his lateral muscles. He let the polarized water wash him, and he felt cleaner just standing in the mist.

Out in the great room, a red light began flashing on the coffee table. Shortly after, the projection screen began to flash the same red, as the words “Urgent Message” began to scroll across the projection. With his shower complete, Gage stepped back out into the great room. His eyes were now fully in realization of what the message meant.

“Dammit,” he said, almost as an utterance to himself. He crossed to the coffee table, took his earpiece in his hand, and placed it on his ear, switching it on. He felt the machinery slide into his ear canal, and the click as the connection firmed in his bio implant was jarring in his brain, as it always was. A small extension of the piece slid around Gage's brow and extended downward, with its blue screen in sharp contrast to the message it relayed:
“AGENT 5, REPORT TO THE TEMPORAL SECURITY ANNEX.”

Gage pushed the air out of his lungs, quickly and business-like. Crossing to the wall next to the sofa, he pressed a control. One of the panels on the wall slid back and a rack of suits stretched out from the wall. Gage wriggled his body into one of the suits as quickly as he could as it sealed behind him, and he crossed to the door opposite the sofa to leave for work. As he approached the door, the background and message on his eyepiece changed:
“AREN'T YOU FORGETTING SOMETHING, GAGE?”

His eyes rolled, disappointed in himself, as he darted back into his bedroom and grabbed his Global Transport card from his desk. The Global Transport solution. Sure—it was making all our lives easier.  Now, Gage thought, if only they'd invent a bio-implant to wake people up on time.

Gage tucked the card into his belt and exited the room, as the message in front of him changed one last time:
“AGENT 5, YOU ARE LATE FOR WORK. REPORT TO THE TEMPORAL SECURITY ANNEX IMMEDIATELY OR RISK TERMINATION.”

“Always something,” Gage uttered as he left his apartment behind.

Gage's Apartment - Clock Concept

Hello!

Here's a concept for the alarm clock in Gage's apartment.  I was thinking about how everything coulc be designed in order to save space - there isn't much habitable space after all, so everything would need to be compact to save both space and weight (Caldoria's anti-grav system will have a limit after all!).

Working from the idea of keyboards that can be projected onto a surface, I thought that a clock could do the same.

Enjoy!

Monday, 6 June 2011

Bryan's Dart Gun - Render 1

Hello!

Here's a render of the dart gun model created by Bryan. I'd like to go on record as saying "wow" in response to this :) Let me know what you think!

Saturday, 4 June 2011

Recent Illness

Hello!

Just thought I'd put a post up regarding the lack of updates recently. Over the last week or so I haven't really been able to work on the project due to illness, and am still not feeling that great. I'm hoping to get back into it next week.

Thanks for the support!

Andy

Friday, 3 June 2011

TSA Entry: Beyond the Scanner / Lift Area

Hello!

Here's a VR of an area beyond the scanner. I wanted to expand the idea that the complex was inside a mountain, and also add more security, given what's kept there :) I therefore added this additional tunnel; the lift at the end only activates once the system verifies who you are. The lift then goes down about 50 floors to the main TSA area.



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

Thursday, 2 June 2011

TSA Scanner - Entryway #001

Hello!

Apologies for the lack of updates the last few days - there have been a few things going on behind the scenes ;)

Without further ado, here's the latest on the Scanner entryway!

Friday, 27 May 2011

Mars Gantry VR Test

Hello!

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

Enjoy!

Thursday, 26 May 2011

TSA Door Test: Design 1

Hello!

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.

Enjoy!

General Update - Thursday 26th May

Hello!

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!

Andy

Wednesday, 25 May 2011

Caldoria Lift Test

Hello!

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.

Enjoy!

TSA Scanner - QuickTime VR Test #001

Hello!

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

Hello!

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.

Enjoy!

Wednesday, 18 May 2011

Scanner Rings Update

Hello!

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!

Enjoy!



Monday, 16 May 2011

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

Hello!

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.

Enjoy!


Sunday, 15 May 2011

Mars Gantry: Re-Model

Hello!

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 :)

Enjoy!

Three New Inventory Videos!

Hello!

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

Enjoy!



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

Hello!

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!

Enjoy!

Sunday, 8 May 2011

Mars Gantry: Detailing

Hello!

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!

Enjoy!

Saturday, 7 May 2011

Mars Gantry Flash Navigation Test v2

Hello!

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.

Enjoy!

Friday, 6 May 2011

Mars Gantry Flash Navigation Test v1

Hello!

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 ;)

Enjoy!

Thursday, 5 May 2011

TSA Hallway: Luxrender Style

Hello!

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.

Enjoy!

Wednesday, 4 May 2011

Project Update: On Your Bike

Hello!

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.

Andy

Tuesday, 3 May 2011

New Day, New Post...

Hello!

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 :)

Friday, 29 April 2011

Project Update

Hello all!

Just a quick update - apologies for the lack of updates on the project of late, but I've been enjoying a few days holiday.  I'll be back to it as normal from Tuesday, but there are some really cool things in the pipeline which I can't wait to show you all!

Andy

Tuesday, 26 April 2011

The Mars Robot: Test #1

Hello!

A quick late-night update; just rendered a test shot with the current robot model in the Mars colony.  There are lighting and texture issues with this render, but I wanted to fire it up here so you could see progress ;)

Enjoy!

Monday, 25 April 2011

Mars Gantry: Walk Test

Hello!

Here's an animation of walking along the Mars gantry to test the lighting and texture setup.  A couple of issues have been spotted, and these will be resolved as work continues.

Enjoy!

Saturday, 23 April 2011

Bo Frederiksen's Robot - test walk cycle - work in progress

Hello!

A quick update; I was blown away by the work that Bo has done on the Mars robot, and wanted to show you a quick walk cycle test.

This is very much work in progress; I animated the walk cycle quickly and there are errors in it, but as with everything else, these issues will be worked out as work progresses.

Enjoy!

Project update

Hello :)

Well, it's been about six or seven weeks since I started this project, and things have really been moving on apace.  I'm really thankful to have excellent people helping me on this as well, and to them a massive thanks for everything they've contributed so far - it really is becoming a collaborative effort.

Also, there might not be any updates for a day or two as it is my 30th birthday today.  However, there are some very exciting developments in the pipeline, so stay tuned for more news in the future ;)

Thanks again for your continued support and encouragement!

Andy Curry

Friday, 22 April 2011

Unidentified Shuttle leaving Morimoto...(shuttle test #1)

Hello!

Earlier this morning, an unidentified shuttle was seen leaving the Morimoto Mars colony...

Actually, it's just a test of my first shuttle model ;)

Enjoy!

Thursday, 21 April 2011

Mars Gantry: Progress Update 2

Hello!

Another progress update on the Mars Gantry; I've been focussing on the textures and lighting; refining the textures that were in the scene and adding new textures to the floor and ceiling.  As well as this I've revised the lighting setup, as well as adding a couple of effects in the compositor.

I think it's definitely getting towards photoreal, but there is still a lot of work to do.

Enjoy!

Mars Chase Animatic

Hello!

Here's the first test animatic of the Mars chase. I wanted to give this a go to see how the lighting would work on an expansive environment, as well as solving a few other issues.

Please bear in mind that this is the first animatic of this shot - this is in no way a production shot.

Enjoy!

Time's almost up...to enter the Sinclair Impressions Contest

Bryan's Gas Canister

Hello!

Here's a still shot of Bryan's Gas Canister model.  HDRI has been added, and I think this is the best yet.  Full animation will follow as soon as it has rendered - might take a while though ;)

Enjoy!

Wednesday, 20 April 2011

Mars Gantry: Progress Update

Hello!

Further progress has been made on the Mars gantry - a lot more detail has been added to the supporting structure - landscape still to be added.

Enjoy!


Tuesday, 19 April 2011

World Science Centre: Shape Study

Hello!

I carried out a study on the shapes of the walls and general layout of the WSC - image below.  This was a 30 minute study - a lot more work still to do on the final model.

Enjoy!

Monday, 18 April 2011

Voice Over Samples

Hello!

I've got the good quality mic and recording setup sorted, so thought I'd have a stab at a couple of VO's. The first is the extended Global Transporter VO, minus the fly section, but including the planned transport sound effect - let me know what you think of this!

The second sample is the TSA Entry Door VO. Again, thoughts on this are appreciated!

Enjoy!



Sunday, 17 April 2011

Global Transporter: Long Animation Test

Hello!

Further work on the Global Transporter.  I rendered this test out to check for issues with textures, animation, lighting etc.  Glad I did, because I found some :)  They'll all be worked out as part of ongoing development.

Please also note that I've only modelled one of the clamps; the other will be added shortly.

Enjoy!

Saturday, 16 April 2011

Bryan's Global Transporter Card


Hello!

Final update of the day...here's a video of the Global Transporter card, modelled by Bryan. I think you'll agree that this is a fantastic model!

I added some HDR lighting and gave the numbers a fairly high reflectivity, and the card itself a very slight reflectivity. As well as this, vector blur was added in the compositor to give it the feeling of motion.

Enjoy!

Caldoria Heights Global Transporter Sample

Hello all,

Here's my version of the Caldoria Heights Global Transporter intro - let me know what you think! Vocal has audible popping - will be fixed by the use of a proper mic with pop shield!

Enjoy :)

Something a bit different...Chroma Key Test

Hello :)

Here's a test of the chroma key system in the compositor of Blender.  By using some readily available card from a local stationers, a digital camera and one of my gf's toy kittens, I produced the following test.

Slight issue encountered as I had the toy kitten lying flat against the card, which caused some colour spill.  Final HD video recording wil be done at least 1' away from the card.

This is intender for use to recreate the TSA computer videos i.e. the background, theory etc and also the historical comparison logs.

Enjoy!

p.s.  special thanks to Marmaduke for lying still on the card

Competition: Sinclair Impressions

Hello!

A slightly different type of post today.

I'm running a competition over the next fortnight, giving you the opportunity to record and send me your best Elliot Sinclair impression.  The winner of the competition gets to step into the shoes of Dr. Sinclair, the father of time travel, for the remake.

I'd like you to use the following piece of dialogue in your impression.

"I know the one place in all of Sector Three with the best view of the Capitol Building.  And from that place, with a weapon of my own devising, I will assassinate the Cyrollan delegate myself."

Either comment on this post, or email me at AndrewCurry2 at googlemail dot com. Closing date for entries is Sunday 1 May at 12:00 midday GMT.

For inspiration, use the following video, time reference of 09:00. I did not create or upload this video.

Thursday, 14 April 2011

Global Transporter: Model and Anim v1

Hello!

This is a very, very rough model and animation. I wanted to check for any mesh issues so far - there is one where the wider bottom part of the door intersects the narrow part - this will be resolved as part of the continued progress on the transporter.

Comments welcome on progress as always!

Enjoy :)

Wednesday, 13 April 2011

TSA Entry Door: Access Denied VO

Hello!

I thought I might go for a slight change of pace this evening, and have been tinkering with a microphone and some effects...came up with the following. I don't know how many times I heard this...lost the manual and had to work it out by trial and error!

Enjoy!

Bryan's Antidote: render v2

Hello!

Here's the "fixed" render of the antidote.  I've added some HDR lighting to the scene, as well as altering the glow effect on the edges.  Rendered using the vSwarm network - total cpu rendertime for 96 frames: 83 hours!

Enjoy!

Historical Log Test v1

Hello!

Here's a test to try and get a good setup for replicating the surface of an optical disc.  While the result isn't ideal, I think it's a good starting point.  The TSA symbol needs to be added to the other side, as well as setting up HDRI lighting etc.

Comments and feedback are welcome as always!

Journeyman Key: V1

Hello!

Here's a render of the Journeyman Key model.  Rendered this out without antialiasing to keep the render time down to a friendly level.  All feedback is welcome; I've got an idea or two to modify the handle design to be more practical and stowable.

Enjoy!

Tuesday, 12 April 2011

Bryan's Antidote: render v1

Hello!

Here's a render of Bryan's antidote model.  I just need to remove or amend the streaks in the glare; it didn't work as well as I'd hoped for the render.

HUD: Rough Mockup

Hello,

A late night update...I decided to have a quick look at a HUD mockup.  The message panel is too wide, but the energy light is working quite well.  Still need to find a good material for the main body of the HUD, and start on the detailing, cables etc.

Monday, 11 April 2011

Biochip: Generic Chip Inventory Inspect clip V1

Hello!

Today's update is looking at the inventory inspection video clips, more specifically for a generic biochip.  The only detail missing is the letter and background plate to signify the type of chip i.e. Pegasus, Mapping, Optical etc.

Please let me know what you think!

Biosuit Generator: Very Early Test V0.1

Hello!

Here is a very early and fast test to work out a few lighting issues.  The model is extremely basic; this is purely a test to work out a few issues.

Saturday, 9 April 2011

Caldoria: Model Production V1

Hello!

I've started modelling the base mesh for Caldoria i.e. main buildings etc.  In order to get a sense of scale and set the layout, I decided to go with Pegasus Prime as reference in this case, mainly because there is more reference from the dream sequence in PP than JMP.

A couple of reference shots are below, taken from PP.  These are, of course, copyright Presto Studios.  The third shot is the model I have been working on.  Nowhere near finished as yet; base material has been applied and no lighting has been implemented.  A main goal for this shot is to model all the grass using particles, and get the trees and shrubs in the scene as well.  Cloth simulation will run on all flags in the scene (all 8 of them) for variation.

Enjoy, and as always, comments are very much appreciated!


Friday, 8 April 2011

Caldoria Dream Sequence Animatic: Brand New Music and sound effects!

Hello!

I'm really pleased to be able to bring you a taster of some of the new music that is being composed for the Journeyman remake.  It has been composed by a very good friend of mine, and I believe it fits both the style and imagery of the animatic.

I won't give too much away at this point, however I will say that I am very, VERY excited to hear the rest of the music as it arrives!

As always, please feel free to comment - let me know what you think of the imagery and the music!

Enjoy!

Pegasus Launch Test V1

Hey!

Here's an update looking at the Pegasus launch animatic, but rendered using everything except textures and shadows.  It gives a good impression of speed and the general feel of the shot, and it is a lot faster to render than the final production quality; 12 seconds per frame as opposed to 2 hours!

Enjoy, and please feel free to comment!

Thursday, 7 April 2011

Thursday, April 07 Update

Hello everyone,

Just a quick update this evening - no new images to post; however I am currently rendering a test of the Pegasus "launch" sequence without textures or shadows, which has got the rendertime down to about 12 seconds per frame - certainly faster than the 2 hour rendertime at full quality and 720p!  This will be ready to post tomorrow - I'm really excited to see how it turns out.

I have also received some music from the composer on the project - I'm keeping this close to my chest for the moment though, but I can tell you that it's fantastic work, and I'm sure you won't be disappointed ;)

I'm also happy to announce that I've started collaborating with another Blender artist, who is looking at modelling and rigging the robots, starting with Ares.  Again I won't give much away at this point, but work is progressing well and looking really good!

All for now,

Andy

Wednesday, 6 April 2011

Pegasus Launch Animatic V1

Another animatic test; this one of the Pegasus launch sequence.

Caldoria Dream Sequence Animatic V1

Hey everyone,

Here's a fast 30-minute look at the dream sequence at the start of JMP, up to the Caldoria explosion. City meshes in this are from the Dystopia collection on Daz 3D; currently in a 100% sale! Basic tiles used for layout; custom buildings i.e. Capitol Building will be modelled as well as the park in front and the Cyrollan ship.  Animatic used for pacing and scale purposes.

Enjoy!

Tuesday, 5 April 2011

Fixed Title Sequence and the Blender Video Sequence Editor

Hiya,

A quick evening update!  Here's the fixed version of the Journeyman title screen, complete with original audio.  This was edited using the Video Sequence Editor in Blender.  The final version will have brand new music and sound effects.

Enjoy!

Pegasus: Compositing Push v1

Hey all :)

Ok, I've made progress with the compositor and have a fairly good handle on it.  I must admit, I also bought a copy of BlenderGuru's "The WOW Factor" which details effects you can achieve within the compositor.  I have found this absolutely invaluable and it's already saved my bacon a couple of times.

Anyway, here's today's update.  I apologise about the lack of Pegasus Alarm video, but there was an issue with the render.  I'll work on that asap.  In the meantime, I'm fixing the Journeyman title, as the previous version didn't have a curve to the text, so rendering that out as we speak!

Enjoy ;)

Mars Train Station: Preliminary Blocking

Hey hey,

Ok a late evening update here; just been looking at blocking in some of the detail in the Mars train station - results below.

I'm also currently rendering the Pegasus launch "alarm" on vswarm; 24 frame animation in the current modelling and texture configuration.  Should hopefully be finished by tomorrow morning so should have that online by lunchtime tomorrow :)

Enjoy!


Monday, 4 April 2011

The Journeman Project: Animated Title V1

Hey!

Here's my first shot at recreating the title animation from The Journeyman Project.  Everything was done within Blender, including the compositing.

No music or sound effects as yet; music is in the pipeline ;)

Enjoy!

Sunday, 3 April 2011

Timerip HD and vSwarm

Hey everyone,

I've just finished rendering the timerip concept in 720p using the vSwarm renderfarm service.  It's free and it's great!  The video is the same as in a previous post, but at 720p resolution.

Outside Pegasus: v2

Hiya,

Second update of the day...looking at the "front" of Pegasus with the current model, texture and lighting setup.

Enjoy!

Pegasus: Texturing Push v2

Hey!

After telling myself to take a break from Pegasus, I found inspiration yesterday after watching some of the tutorials on http://www.blenderguru.com/.  The mystery of the compositor was finally cleared up, and I've been working on specular passes, object IDs, you name it.

Here's today's update - total render time 1 hour 23 minutes.  As always, work is still in progress, and all comments gratefully received!!

Saturday, 2 April 2011

Very Early Prehistoric test

Hello!

Here's a very, very early test of the prehistoric area.  I'm trying to get a good method of making a convincing rock wall that doesn't cost the Earth (in terms of vertices at least).  Lit purely using HDRI and a little bit of glow in the compositor.

There are issues with the tiling and the ground texture; I didn't have time to UV unwrap the mesh this evening and I wanted to get an update out there.  Will be progressing more tomorrow, as well as adding sparce vegitation, rocks and general interest.

Rock texture downloaded from cgtextures.com

Enjoy!

Friday, 1 April 2011

Time Travel effects v3: HD Screenshot

Hey,

Quick screenshot here, rendered as a 1920x1080 straight from Blender.

Enjoy!

Temporal Rip Detected video v1

Hiya,

Ok, today's update is completely different :)  I decided to try and replicate the video sequence where the Chronolog Scanners detect a temporal rip.

As with everything else, this is still work in progress; posting it here for comments and feedback.

Enjoy!