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Pancakes

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Blog Entries posted by Pancakes

  1. Pancakes
    Hopefully this will be the most pointless blog I ever post for Alien Saga. BUT, fyi, I have a weird work schedule where I work like crazy for about 9 days where I'm on the road a lot and so on even when I'm sick like with last week and this week, and then I hopefully get 5 days off round abouts.
     
    tl;dr There are updates to be made within the next 5 days or so.
  2. Pancakes
    The best way to learn is to teach others. Is what a wise sig once said.
     
    I wanted to do a tutorial on enviornments. But honestly I'm just not ready. I think only a pro is good enough to do a tut like that.
     
    Someone like this fellow right here: http://www.polycount.com/forum/showthread.php?t=77485&page=4
     
    And I've tried to hit the record button while modeling, UV'ing, sculpting, texturing.
     
    And it's all just not something I'm ready for. Pressing the record button just makes me worse than I already am. Because I like to improvise. And for a nooby to try to tell others how to do something through improvising is just kind of dumb if you ask me.
     
    There is never really a modeling phase, or texturing phase or anything like that, even though I was trying to record a tut in phases. But instead I just kind of bee bop boop boop around until maybe I get somewhere that isn't terribad.
     
    So yeah right now pressing record button is probably not the brightest idea. But instead if I manage to get somewhere that's not terribad. I can just show some timelapse screenshots or something.
     
    So yeah, no tut about enviornments.
     
    I do have some fail tutorial footage but it would be a waste of time to upload.
     
    laterz
  3. Pancakes
    Nakama - Japanese for comrade, friend, ally, gang, loved one etc.
     
    That is how I feel about the software that people use that allows them to do what is otherwise improbable or impossible. That's how I feel about Leadwerks Engine, Blender, 3dCoat,Renoise, ADN Material Editor, etc. They are not tools, but they are my nakama.
     
    With the latest addition of Genetica I feel like I have an ensemble of software for game dev now that is stronger than ever. For the longest time there was a gap as far as software is concerned (also in skill) in regards to how I could get texturing done. In the past I would use 3dCoat and Paint.NET together. They are really good. But I was looking for something that could give me precise features and control comparable to that of photoshop without actually being photoshop. I think the combination of 3dCoat, Genetica, Paint.NET and Gimp are more than what I was wanting. They are wonderful, and their learning curves are not to be underestimated either .
     
    For a while I had been confused about HOW to best go about game assets even in regards to just workflow itself. Before I had relied entirely on Blender. But over time things have changed and I've found more nakama.
     
    So here is my software team:
     
    3dCoat
    ADN Material Editor
    Blender
    Genetica
    Gimp
    Leadwerks Engine
    Paint.NET
    Renoise
    Sculptris
    sfxr
     
     
     
    To be honest I'd honestly never felt comfortable with the Leadwerks workflow.The main thing that I despised was dealing with materials. But ADN Material Editor has changed everything in regards to how I can import assets into Leadwerks. Now the import process is a breeze. And as awesome as it is I am still looking foward to the node system of Middlewerks as well as the ability to arbitrarily name surfaces. At the end of the day, I think I'll end up using them both in slightly different capacities.
     
    Also, over the weekend, I finally had a feeling of being at ease with the Leadwerks pipeline and basic workflow, thanks in no small part to Aggror and Icare and my game dev software nakama. I can't overstate how cool ADN really is for me. It allows me to make materials, and get visual feedback right away. And then also with my rhudimentary scripting skills taught to me by Aggror, Rstralberg, Macklebee, and the others I could make my way through the editor.
     
    So this weekend, I finally felt like I wasn't just tinkering, but I felt like I was actually grounded in the Leadwerks process. And it was the first time that I felt that way I think. So, hurray.
     
    Also I'm still working on the modular tutorial. Below you can see a test scene where I was using a cube, an arch, and some stairs, to build a rough buliding. It is a test scene where I've been doing testing. I will begin on the real tutorial scene. I will probably need a bit of time to learn more about 3dCoat and Genetica.
     
    Anyways - I'm also loving the autotopology feature in 3dCoat and I tested it out on a sculptris mesh and did a bit of painting and thanks to ADN got it into Leadwerks in a very clean process. In other words, those are low poly character meshes that were autotopo'd in 3dCoat. Therefore the low poly mesh was created in about 60 seconds of me drawing splines.
     
    Anyways that's it.
     
    Hopefully some substance and gameplay by November for my demo.
     

  4. Pancakes
    Hello. This is my first blog entry. I am making it to test the blog thing out. And also because the past couple of days I had been sort of preoccupied with whether or not I should make a post about my actual Leadwerks project yet. I've been on the forums quite a while and yet I haven't posted a single project information.
     
    Well anyways, I have come to the conclusion that it's still quite early and not time to showcase my project right now. However, I think that may change before the end of the year.
     
    What is my project about? Think: Supernatural Squid. And girl with massive sword. That's all I'm going to say.
     
    My next blog entry will not be so vague let's hope.
  5. Pancakes
    I don't think it's fair for me to put Josh's every move with LE3 under scrutiny without exposing my own work to criticism. So here I will be posting my progress on my opening exercise with Leadwerks 3. I will be working on improving in all walks of game development and also responding to the soon to be created video tutorials.
     
    I plan to work on my first LE3 project for the next 4-6 months in iterations. Which means that I will do a rough once over version that will admittedly look and play like ****, then go back and clean it up, and then go back again and polish that (repeat). My goals are simply to have one level, and one character and one enemy and polished gameplay sound effects and soundtrack within that tiny scope.
     
    The working title for this project is 'Alien Saga' - the name has probably been taken already but who cares. The main character is an alien female - who I will refer to as 'Ely' in honor of Leadwerks. She's still very rough but here is her iteration one general design.
     
    Stay tuned, the first iteration of Alien Saga is gonna be pretty rough and I'll be posting as much as I can without delay. I'll feel better when I complain to Josh about this and that knowing that I'm putting all my cards out here on the table.
     

    (Ely from Alien Saga. Iteration One)
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