3D

Preparing a trailer for Astlan

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Today, as we have planned a walk to the Aerotrain’s test site, I decided to bring my iPhone and a tripod.
The Aerotrain railway makes a perfect landscape to create a fun & intriguing trailer for my (almost finished) game ‘Astlan’.

For the record, the Aerotrain prototype was designed during the 70′s as an high-speed alternative to the regular railways. A test site running on 25km, made of a concrete rail was built in order to test this prototype (max speed recorded was around 400km/h).

Nowadays, only the concrete rail remains, making a perfect place for urban exploration.

Here are a few mockups I made of the kind of framing I want to shoot once on the site. We’ll see if the final result is close enough. Or not :)

Ideas for my next project

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While it is too early to expose here the idea I have regarding my next game project, I can say it will involve robots…animated robots.

The challenge here will be to animate the robots using a procedural technique as I want them to be able to place their hands randomly.

For this purpose I will probably use two things :

1. This robot I modeled years ago (here in a shameless photoshopping)

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2. The physic engine of GameStart, and especially joints, to assemble a sort of ragdoll, so that I shall only need to animate the hands if I want to move the arms :)

Stay tuned.
I need to finish and release Astlan first, anyway!

MediéCross.

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The project :

Make a game for the AGBIC Contest on www.tigsource.com. Every contestant has one month to make and finish a game. The theme here is to get inspiration for an imaginary Japanese game cartridge.

I choosed this one, for his nice orange clay look :

Preview :

Here’s a small peak of the game, so far :

This level was designed with www.gamestart3d.com , as usual, with the assets below :

Trying to model an outdoor scene.

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All these dark level designs I previously started made me feel a bit gloomy… Going outside for a bicycle ride, and visiting the huge city of Berlin, I felt I should imagine something less confined, so I started to doodle this open air design.

I tried to imagine some sort of lost ruin, up in the sky, that the player would reach through a long way made of traps & elevators.

outdoor_00 outdoor_01

The screenshots were grabbed directly from the engine, with infinite shadow maps & SSAO, yaye :)

Into the sewer …

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Going further with the experiments in GameStart, I started to design a room with a typical “sewer atmosphere” … It was rather promising, then Emman added a water reflection FX on it, and then it looks really awesome.

water_01 water_02

Reopening old files …

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Nothing amazing yet. I just have to see what can be optimized, cleanup, and re export it in the newest version of GameStart.

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Trying my 3d assets into the latest engine

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Just testing, to see how much work I’ll need to get that visually working into the new engine, without too much work.

As it seems, it just work PERFECTLY :)

‘Been playing with the realtime post process, ssao, video noise & large radius bloom are my favorites !

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Things to do when you just installed 3DSMax

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  • Scene Undo > 128
  • Spinners Precision = 10
  • Autobackup interval = 15 min
  • Choose a consistent unit setup (mine is Display scale in meters / System scale in meters)
  • Viewport driver, uncheck “Display all Triangle Edges”

Adandonned House | Realtime remixed

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At long last, I finally managed to get something with this scene. After having almost re-modeled everything, and UV-unfolded the meshes properly, I found how much it was easy to paint the textures in Modo.

Here is it, realtime screenshot, directly from Barr’s nEngine :



Thanks to Jibifaak for the helping hand on Modo.

Prop #0 / Steam Mainframe

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Just made a prop for Panzer Planet : a Steam Mainframe, ie a steam operated large scale computer.
Where’s the steam ? Where’s the computer ? No idea :)



Screenshots directly from the 3D engine, btw.

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