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.
A blog detailing my ongoing work on producing a tribute to the Journeyman Project games, created by Presto Studios.
Tuesday, 12 April 2011
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.
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!
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.
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!
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!
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!
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
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!
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!
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 ;)
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!
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!
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.
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!
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!!
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!
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
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!
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!
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