
I usually don't like to post about things unless they are up and coming or finished/near finished. Lately I have been working on a number of more in-depth projects and nothing seems to be getting completed.
Lucus was not only unable to finish our ipod game Starcade over his winter break, but decided on a different art direction which means I will end up re-creating a good portion of the game art from scratch.
I scrapped the current version of the Labyrinth Level construction Kit. As-Is Realm Crafter and TGE versions went out to a few developers so the effort is not totally wasted. I will be redesigning that from the ground up and I am going to try and construct it using Lightwave 3d this time.
I will be redesigning the way our Golem Graphics game content packs are made so that each pack contains all the formats for different game engines instead of trying to sell them separately.
I was experimenting this week and finally got one of my buildings to port from Deled Pro nicely to Collada, (had to reassign 150 smoothing groups to do it, but it worked)! although I have not had the opportunity to test it in a game engine yet. Once I can add normal maps and test it, then I will include that format it in our packs and make it available to developers using engines such as unity and ShiVa.
My latest task has been learning to do 3d terrain blocks in Lightwave. (pictured above). The reason for this is that I have seen some screenshots of Lightwave terrain that looks very nice (better than that which can be produced with game engine terrain editors). The thought is that I should be able to hammer out a few really sweet looking terrain zones and offer them to developers as content packs. This should be a big time saver to developers who can then just drop a pre-made terrain into their zone and get straight to creating their town or mission/quest area rather than having to spend time on trying to make the ground look good first.
On my first attempt (pictured) The geometry portion went really well, but the procedural textures failed. I ported the geometry from another application and I believe it failed because the port created multiple layers which probably interfered with the procedural layers I tried to add. I'll be experimenting more with that today.
The above pic weighs in at around 25k polys. The high poly version used for the texture, lighting and shadows is closer to half a mil. The trick is to texture the 500k poly version and then drop that onto the 25k poly version for use in game.
Once again, Golem Graphics will be discontinued in May. The products currently for sale at www.golemgraphics.net will be moved to www.alluvionstudios.com . I already have our dagger pack available there. Golem Graphics will be re-branded as Indie Graphics.
I am deciding whether I want to mirror content on Turbo Squid with a 60% mark up to cover their outrageous commissions.
That's news!
Lucus was not only unable to finish our ipod game Starcade over his winter break, but decided on a different art direction which means I will end up re-creating a good portion of the game art from scratch.
I scrapped the current version of the Labyrinth Level construction Kit. As-Is Realm Crafter and TGE versions went out to a few developers so the effort is not totally wasted. I will be redesigning that from the ground up and I am going to try and construct it using Lightwave 3d this time.
I will be redesigning the way our Golem Graphics game content packs are made so that each pack contains all the formats for different game engines instead of trying to sell them separately.
I was experimenting this week and finally got one of my buildings to port from Deled Pro nicely to Collada, (had to reassign 150 smoothing groups to do it, but it worked)! although I have not had the opportunity to test it in a game engine yet. Once I can add normal maps and test it, then I will include that format it in our packs and make it available to developers using engines such as unity and ShiVa.
My latest task has been learning to do 3d terrain blocks in Lightwave. (pictured above). The reason for this is that I have seen some screenshots of Lightwave terrain that looks very nice (better than that which can be produced with game engine terrain editors). The thought is that I should be able to hammer out a few really sweet looking terrain zones and offer them to developers as content packs. This should be a big time saver to developers who can then just drop a pre-made terrain into their zone and get straight to creating their town or mission/quest area rather than having to spend time on trying to make the ground look good first.
On my first attempt (pictured) The geometry portion went really well, but the procedural textures failed. I ported the geometry from another application and I believe it failed because the port created multiple layers which probably interfered with the procedural layers I tried to add. I'll be experimenting more with that today.
The above pic weighs in at around 25k polys. The high poly version used for the texture, lighting and shadows is closer to half a mil. The trick is to texture the 500k poly version and then drop that onto the 25k poly version for use in game.
Once again, Golem Graphics will be discontinued in May. The products currently for sale at www.golemgraphics.net will be moved to www.alluvionstudios.com . I already have our dagger pack available there. Golem Graphics will be re-branded as Indie Graphics.
I am deciding whether I want to mirror content on Turbo Squid with a 60% mark up to cover their outrageous commissions.
That's news!
