Tuesday, March 24, 2009

The Dark Temple and Collada Experiments


My vision for a Dark Temple model (originally titled the Temple of Tears, but apparently that is a Burning Man reference, so I changed it), proved a little too challenging to create in MAP format. Well, I could have created something, and it would probably have been cool, but no where near as cool as I can make it using ZBrush. The above pic shows the redux in progress.

I'm still roughing out the layout. There are certain technical challenges in modeling both inside AND outside. The player accessible areas must also all lay above the game terrain level, which means some heavy skirting will be required here.

The basic layout of the model involves a demonic skull-like head that acts as the main entrance. from there, players can access the main chamber and a kind of dungeon chamber below that containing 6 cells. I have yet to create the tail, which will be player accessible and wrap around the model like a wall.

I expect to be another week roughing out the layout, then it should take a good week or two after that to detail it, texture, and test.

The completed model will most likely be made available in Collada format in our online store.

Which leads me to talk about my efforts to export models to Collada. Total fail!

I attempted to export to Collada from Deled, Milkshape, and UU3d. Each resulted in missing textures and mesh portions when loaded into the Torque Collada Test program.

I'll be trying the Collada models this week in some other game engines to see if this is an exporter issue or Torque specific.

Tuesday, March 10, 2009

New Stuff


I finished up the Merchant Shop I was working on (as seen above). That is currently available for 3rd party license to game developers via our online store at www.golemgraphics.net. I think it would make a fine addition to any medieval style setting.

I'm getting a bit bored with the same-ole-same-ole so I decided to switch genre and do something a little fantastic...

The Temple of Tears.

The idea is to create a 3d interior structure that creeps people out. And that's not as easy as it might seem. I spent a whole day online just taking a look at pictures and art that people have posted as "terror" or "horror" "[insert scary terminology here]". I was looking for imagery that struck a chord emotionally with me, something I might find disturbing beyond scantily clad emo or goth models with wrists bound sporting a razor blade... Well... That's scary in it's own right, but not what I was looking for. Slice-n-dice, while it might turn the stomach - doesn't quite hit the nail on the head either.

At any rate, after a long day, I began to piece together some concept art that I hope will inspire some "creep" and or "chill". The concept is a dark temple of sorts with 3 levels and lots of corridors and rooms for players to explore. The facade will be that of a demonic skull. I'm going to TRY and get a bit artsy and make the 4 towers surrounding it blend with the center structure until you approach them at a certain angle, at which point they will appear to fall away. The structure will be generated in MAP/DIF format, so I am limited in my use of angles without kicking the poly count way up. We'll see what happens.

Anyways, below is a screenshot of the concept art and 3d in progress. The textures are VERY temporary, just enough so that the mesh doesn't all blend together while I work. I intend to do some organic, low saturation custom textures for this piece.