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Continuing with my "aliens" again. Nothing particularly new compared to
my previous stuff on the matter, just a new modelling pretty much the same style
as before.
The character consists of 4 separate objects modelled in TopMod, the conversion
from .obj to .pov done in Poseray, and objects combined and the final scene
rendered in POV. The scene once again includes radiosity, area light, very
slight focal blur, SSLT on the character itself and 0.3 AA.
Total render time was around 5 and a half hours.
At this point I'm also revealing that I've been working on a humble sci-fi
themed indie game project for some time already and to which these characters
will be added. The plot is almost finished, only lacking a couple of final
twists, and the 1st version of the actual game engine is also standing ready for
further development. Now I just have to create the rest of the graphics which
will take quite a bit of time. But I'm in no hurry as this is just one of my
many side-projects going on at the moment. =)
Post a reply to this message
Attachments:
Download 'lifeform_final_sslt_descr.png' (448 KB)
Preview of image 'lifeform_final_sslt_descr.png'
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> Continuing with my "aliens" again. Nothing particularly new compared to
> my previous stuff on the matter, just a new modelling pretty much the same style
> as before.
>
> The character consists of 4 separate objects modelled in TopMod, the conversion
> from .obj to .pov done in Poseray, and objects combined and the final scene
> rendered in POV. The scene once again includes radiosity, area light, very
> slight focal blur, SSLT on the character itself and 0.3 AA.
>
> Total render time was around 5 and a half hours.
>
> At this point I'm also revealing that I've been working on a humble sci-fi
> themed indie game project for some time already and to which these characters
> will be added. The plot is almost finished, only lacking a couple of final
> twists, and the 1st version of the actual game engine is also standing ready for
> further development. Now I just have to create the rest of the graphics which
> will take quite a bit of time. But I'm in no hurry as this is just one of my
> many side-projects going on at the moment. =)
>
>
I like this alien form! Good work.
--
Do not judge my words, judge my actions.
---
http://www.avast.com
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Another really cool alien, Pekka. Your game project sounds very ambitious, when
do you expect it to be ready for user testing? What platform(s) are you
targeting?
-------------------------------------------------
www.McGregorFineArt.com
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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> Another really cool alien, Pekka. Your game project sounds very ambitious, when
> do you expect it to be ready for user testing? What platform(s) are you
> targeting?
To give a bit more info about the project, it will be an out-of-this-world text
adventure/exploration with still images in addition, thus somewhat old school
stuff coming up. The coding is done in QB64, and I'm aiming for at least Win and
Mac versions, perhaps even Linux later on. As the project goes on, I'll be
putting up an official site for it (probably in a form of a blog), and my goal
is to have a playable beta test version of some sort by the end of this year or
so, ofc depending on how all other life allows me. For next I'm starting with
some space ship interiors, so now it'll be just countless and countless of hours
of modelling and POVing ahead, hehe. =)
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Fascinating. Your aliens are /really/ aliens, and not some
green-skinned, humanoid bipeds. This makes them truly the end product of
extraterrestrial evolution. Looking forward to see further developments,
especially your space ship interiors accommodating these creatures.
Thomas
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> "Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
>> Another really cool alien, Pekka. Your game project sounds very ambitious, when
>> do you expect it to be ready for user testing? What platform(s) are you
>> targeting?
>
> To give a bit more info about the project, it will be an out-of-this-world text
> adventure/exploration with still images in addition, thus somewhat old school
> stuff coming up. The coding is done in QB64, and I'm aiming for at least Win and
> Mac versions, perhaps even Linux later on. As the project goes on, I'll be
> putting up an official site for it (probably in a form of a blog), and my goal
> is to have a playable beta test version of some sort by the end of this year or
> so, ofc depending on how all other life allows me. For next I'm starting with
> some space ship interiors, so now it'll be just countless and countless of hours
> of modelling and POVing ahead, hehe. =)
>
QB? That stand for Quick Basic? Did you look at some other programming
language that will allow you to have shorter, easier to code/maintain
source code, and a smaller and faster executable? Also, QB is imfamous
for exposing any vulnerability of the OS, and I don't think that you'll
be able to port your programm to a Mac or Linux, at least without the
need to use some emulator...
Alain
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Hi(gh)!
On 01.03.2014 02:06, Alain wrote:
> QB? That stand for Quick Basic?
Obviously... look here: http://www.qb64.net
See you in Khyberspace!
Yadgar
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Alain <kua### [at] videotronca> wrote:
>
> QB? That stand for Quick Basic? Did you look at some other programming
> language that will allow you to have shorter, easier to code/maintain
> source code, and a smaller and faster executable? Also, QB is imfamous
> for exposing any vulnerability of the OS, and I don't think that you'll
> be able to port your programm to a Mac or Linux, at least without the
> need to use some emulator...
QB64 is available for Win, Mac and Linux, so making different versions wouldn't
become an issue. I've naturally tried to look at other programming languages as
well, but as I'm not a coder in the 1st place, I'd have to start from the very
basics and it'd take quite a long time to learn something completely new in a
way that I could realistically produce anything I've already come up so far with
my project. With QB64 I'm able to have use of my old Qbasic text adventure
templates from the past and just add the still images in the code with very
little changes in the end. Of course, probably any other programming language
would be a lot better hands down, but I have to keep things on a realistic level
as well, ie. what I can do with the very low level coding skills I have and the
programs/language(s) I've got rather painless access to. But ofc, everything is
still a work in progress and a lot of stuff can change along the road. Perhaps
I'll check on something else at some point again to give it a try. =)
Post a reply to this message
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>Pekka Aho on date 01/03/2014 16.40 wrote:
> QB64 is available for Win, Mac and Linux, so making different versions wouldn't
> become an issue. I've naturally tried to look at other programming languages as
> well, but as I'm not a coder in the 1st place, I'd have to start from the very
> basics and it'd take quite a long time to learn something completely new in a
> way that I could realistically produce anything I've already come up so far with
> my project. With QB64 I'm able to have use of my old Qbasic text adventure
> templates from the past and just add the still images in the code with very
> little changes in the end. Of course, probably any other programming language
> would be a lot better hands down, but I have to keep things on a realistic level
> as well, ie. what I can do with the very low level coding skills I have and the
> programs/language(s) I've got rather painless access to. But ofc, everything is
> still a work in progress and a lot of stuff can change along the road. Perhaps
> I'll check on something else at some point again to give it a try. =)
>
Once upon a time there was a simple way to realize text adventure games
(http://en.wikipedia.org/wiki/Zork_Implementation_Language).
Paolo
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Paolo Gibellini <p.g### [at] gmailcom> wrote:
>
> Once upon a time there was a simple way to realize text adventure games
> (http://en.wikipedia.org/wiki/Zork_Implementation_Language).
> Paolo
Ah, that one, I'm aware of it ofc, and already been trying it as well some time
back, but unfortunately didn't really find it to be my cup of tea. :-/ I'm
however still considering other choices to the QB64 just in case.
Along the road in my search for a sensible solution, I once came across this:
http://www.coolbasic.com/index.php?lang=en
Perhaps giving that one a try again, as it's BASIC-like thus shouldn't be too
complex stuff afterall, and designed especially for game making, so it could
have the right kind of tools pretty much right there.
Yes, I admit, I'm a lot into rather obscure ways in doing things. :D
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