It’s been slow at the lab. This autumn and winter will be picking up on project status and movement.
Watch for more.
We’re not done here. Not by far!
I’ve been off and on not really giving much updates to anything I’ve been working on. Shame on me.
However, there is some small updates on the game, Hello Hydro. This platform style game is being developed to play on a desktop/laptop computer and, hopefully, in the future your Android/iOS device.
The following videos are prototypes only and not intended to be viewed as a real product.
My first attempt wasn’t bad. But I needed to fix a few things. I really wanted a rotating wheel .. so, after a little extra code ..
BAM, a wheel that spins in the correct direction.
For the robotic character I used Blender. It’s not the best model, but it was enough to get me started.
One thing that I learned, through trial and error, was the FBX format is far better than OBJ for game characters. When I bring it into unity it keeps all the data from Blender that I needed. I can then take pieces (such as the wheel) and rotate it in game, rather than build out animations (BVM) and bringing those into Unity. This makes it more flexible to me and allows me to do more with my character.
I had to also find a good screen capture tool. I didn’t want to pay for Camtastia, Jing didn’t cut it and CamStudio has frame rate issues. So, after a lot of time on Google I came across Open Broadcaster Software. This a 100% free software that works wonderfully. The interface isn’t perfect, but it works well.
As a constant dreamer of stories I have a lot going on in the ol’ brain. Different stories, angles and characters weave themselves through out my sub-conciseness likes ants through the anthill.
Sometimes this can be a great thing. It helps me to solidify a story, plot of idea and gives me a chance to explore different avenues. It gives a character life and makes he or she likable. It personifies the villain and proves to me why they’re despicable.
However, more often it muddies the water. Causes me to bounce around from idea to idea without landing and gives me trouble focusing the story. This is death to any writer.
Today marks the start of a new way for me to write. I’m setting down the pen for a few weeks and will start pushing myself to create a fairly detailed “item map” for ‘The Elderverse’. This includes characters, sub-characters, plots and scenes.
This will, I hope, help me to focus on the the story and know where things sit and how they fit. I can explore the characters and plots just as much, but will help me to focus instead of writing random on a sheet of paper. That may work for some folks, but not for this guy.
What do you think? Is this a good way to approach writing?
It’s about time that I went from “just playing around” to creating something to be played. So, I’ve started working on my first game – coming sometime – called:
H,H will be a platform style game ala Super Mario Brothers created for desktop computers (Win and Mac).
This simple, fun game will be released in chapters and will feature a cute robot, tricky jumps and more.
I’m really excited to create this and have already started prototyping it out. Hopefully I’ll be able to show something more in the near future!
I’ve been struggling on the “hair front” for the graphic novel, Deadland Chronicles, for some time. I’ve bounced around from using all Blender to Daz Studio to makeHuman … nothing seemed to work for the longest time.
Happily, I’ve gotten further on this than I hoped. Here is a short progression of tests.
This was a test as I was planning on using Daz Studio. So I needed a mesh=rendered hair. Not the best … actually, it’s pretty embarrassingly bad.
This was taking what I tried in my previous and make it work better. The result, while not ideal, did give me some hope that I wasn’t wasting time. Using Blender.
Trying to use a hair technique used by Henrik Ryosa in his upcoming project, Brute, the result was albeit interesting but really not what I was looking for. It did, however, push a few of my Blender skills a bit and helped me to learn a few new tools that I didn’t know Blender had.
This was simply put extruding faces individually, smoothing and closing the ends to make big chunks. Finally, using the cloth modifier to make it fall.
Finally – I abandoned Daz Studio (which I would need to export a mesh) and fully embraced a Blender/makeHuman pipeline. I can now use the hair particle tools to make some pretty convincing looking hair.
The results I think are the best – not perfect but with a few tweaks could be pretty outstanding for this graphic novel.
And there we have it. A few interesting tests of different hair. I’m excited to see where I can take it from here!
There have been a few changes for me (T.E. Mencer) in the recent past.
First of all, I’m not doing freelance web design or development any longer, except for select clients. I don’t have the time to dedicate to client work. It also ends up not that great of a deal and I work long hours in order to meet the needs of a project.
I’ve closed my personal blog. Why? Because it’s become more of a distraction than anything else. It was unfocused and didn’t really create any new. I felt the blog would be more of a personal rant, and I didn’t need that.
So, what is the future?
First of all, CubeLab Media will start taking shape. I’ll be releasing development posts about projects that I’m creating such as Deadland Chronicles (visit www.facebook.com/deadlandchronicles).
You’ll hopefully notice new works passing through and being presented. It’s time for the creative part to begin shinning through.
With that said, keep watching these digital walls. They’ll be painted with information upon information and hopefully you’ll see positive projects released.
Ok, I decided to start doing some “quick sculpts” to try and get myself back into the creative mode.
This sculpt was done 100% in Blender. No post or anything. Just a few lights, basic material and a noise texture that added a little skin pore look.
It took me about 40 minutes. Not bad.
I’m excited. Why? Because I finally am feeling like there is true movement for Deadland Chronicles. Something more than usual.
Displayed is the first test render of a rigged character, one of the antagonists you’ll see through the story. It’s called a NeoTech Soldier. It’s not good news. But it’s going to be a crazy, killa.
I’m excited. Can you tell?
Modeled in Blender and rendered in Daz Studio.
I’ve embarked on a new era in the lab.
Here in the lab I opened up my NotePad++ and started coding, in Lua, a game. Yes, a game. It would be a simple, fun and calming game called: ZenTap.
The status is really just starting. I’ve put in a few frameworks for prototyping. I’ll be working on it for the next few days to try and push it as far as I can by the end of the week. I’ll try and keep an update as I go.
I’ve been working on Deadland Chronicles, a graphic novel make in CG. The two programs I’ll be using are Blender and Daz Studio.
It’s been a challenge to learn software. But it’s also been enjoyable.
Here is an example of what I’m working on.
For those interested, this is what you need to do:
Step One) Export a Daz model as a Maya OBJ.
Step Two) Import into Blender
Step Three) Model your clothing around the model.
Step Four) Export as OBJ
Step Five) Import into Daz Studio
More to come about how to attach the clothing to your model!
I watched a video recently where a gent did some fast model sketches in Blender. It was pretty impressive and I decided to try my hand.
So, here is a result during lunch at work earlier in the week. Simple, lo-poly house.
I was working on some Blender modeling a bit ago, just to get used to some tools, etc. The attempt really wasn’t to be a photo-realistic render, obviously. It was just to help me get into some of the tools a bit more. The result isn’t too bad.
Modeled in Blender. Rendered with Blender Internal.
I haven’t gotten into Cycles yet …