Rendered a single frame. Took a long time.
It’s getting to the point where I realise I’ve made far too many mistakes with the models and I should really just start again properly, I just don’t have the time to.
Fiddlesticks.
Anyway, I guess it’s a learning experience, I’ll at least know the correct way to start next time.
Cloth test from Jacques Corby-Tuech on Vimeo.
Haven’t got much to report lately, things over on my forums have been slowing down a bit, which seems natural, now that the initial excitement about Love has dropped a little, but things are still going smoothly. There are still many things I’d like to change on the site that I shall be working on.
We did some compositing work in E3D last week that I’ll upload here when my internet seems to be running faster than dial-up, it was certainly an interesting thing to do, and I can see many interesting applications for it.
Work on my game idea seems to be running ok right now, just waiting for my tablet to arrive to speed things up, DHL are absolutely shit couriers, I’ll make sure I never get anything delivered from them again.
Work in progress title for my IGPD game, I think it’s pretty self explanatory really.
I was just sketching some notes down for my IGPD project in my notepad, here they are. Yes, my handwriting fucking sucks.
Just found a link to this over at Rock, Paper, Shotgun. What’s particularly interesting for me isn’t the re-imagining of old games and possible sequels, it’s the talks about level design.
Anyway, here’s the link to the blog. This post, in particular contains incredibly useful informations with regards to the player’s path through a level.
I’ll be making a gothic inspired spaceship level, think of it as a big fucking cathedral if you will. There shall be stained glass, marble flooring and wooden paneling a-plenty. Maybe not the paneling, actually, I might use stone or shiny metal instead.
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