Additional Progress

Additional Progress

I've added windows and roughed up the model a little bit. Since this shot I've relocated the side windows and done a little bit of work on the backside as well. Other than that though, this is pretty much the final version of the model. The uvmap should be finished in the next day or so and I'll pass that along for texturing. As you can see the roof has smoothing applied and an edge spit modifier was used to mark some edges as sharp.

separator

Barkbane to-do list. (Be sure to click read more.)

We have begun development on our Barkbane project since a while now and in order to fully incorporate as many developers, (and possible any aspiring recruits) into the process we will keep everyone up to date using a to-do list.

-For any current or upcoming artists we ask that you:
Read the Barkbane document which you can find at “http://sueastside.be/barkbane/Barkbane.pdf”, do the research, get to know what it's about through either reading thoroughly or ask any questions you have and make some style-drawings or sketches with any ideas.

separator

First Progress Shot

First Progress Shot

Based on some concept art from Jekkar we've started working on the first model. There are a few things that need to be added - namely windows and some smoothing modifiers. And some tidying up but it is getting close to finished. Once uvmapped, the texture work will fall to either Caym or Jekkar. Fairly soon we will have the first completed model and we'll continue work on the rest of the project.

separator

Guide completed, looking for recruits.

We're happy to share that we made a basis for the photography/texture guide. You can find it on our wiki page: http://wiki.peragro.org/index.php/TexturePhotoTutorial.

We would also like to note that we are always looking for new talent to assist Peragro Tempus in developing our first demo release. So drop in at our #peragro chatroom located on freenode and give us a shout.

separator

Update.

As we focus on bringing the website together, we are glad to report there is also a good amount of progress on other fields.

We are developing a guide to better support and involve developers into making textures and creating reference photos for future development. The guide will be extensive, and of course, fully open for other projects to use as well.
As soon as we complete this guide we will be sure to note you all on where to download it.
We will be keeping you up to date on overall progress on Barkbane, the website and PT in general in the coming days.

separator

Progress Report

Caym is still hard at work on the new websites artwork. Its undergone a few revisions and is looking pretty fantastic. If I was allowed to upload a preview then I would have. Meanwhile I've done some sketching as has Jekkar and it seems that our visions there match up well enough to put together the first concept and start a model. Jekkar is working on some scaled drawings with a variety of views, and we'll start building it. Hopefully by the time the modelling is done, Caym will be finished with the website and ready to help move forward with some wicked textures.

separator

Barkbane Project Officially Launched

Thanks to some work by Jekkar and Caym we have officially begun the Barkbane Project. Barkbane is a new beginning for Peragro Tempus with a more modest initial goal: a release. It will be developed mostly by a core group but is a general part of Peragro Tempus. This means that in the near future as things get completed you can expect to see progress. One portion of this will be a website replacement. We will also post progress regularly so people know something is actually happening. Read on for more information:

separator

Observatory Model

Observatory Model

This is a quick shot of the model in progress. It will be integrated into a landscape later on which will include the rock formation shown in the concept art. There is still some uvmapping to do in a few places but for the most part the model is done and simply needs textured.

separator

New Observatory

New Observatory

This is some of the latest artwork circeavalon has done for us. I've modeled most of it and have it partly uvmapped so it will eventually be up on the showcase! In the meantime though I've posted this to admire.

separator

Asset Server

The idea is to make a centralized 'asset server' that can deliver content in the format requested by the user/engine, share art and even worlds between different kinds of clients (CS/Ogre/2D or 3D browser) and then throw in some asset management too. With this you could provide your game on any kind of media platform. 3D preview: Preview of assets with full control, zooming, rotation provided by WebGL. http://www.khronos.org/webgl/wiki/Main_Page Analyzer: Analyzes file contents for potential assets. Currently there are plugins for images and blender files. Transcoder: Converts a file type to a usable asset. Currently there are plugins for: - Image to image: Allows to change format, resolution, rotate, ... - Blender packed image: Extracts image data out of a blender file; same options as above. - Blender mesh to image: Renders a blender mesh to an image, options are resolution, mesh rotation, camera angle, ortho./persp. modes,... - Blender mesh to CrystalSpace format: converts to CS usable format. Example: Asset with ID 18 is mesh data inside of a blender file, exposed by the analyzer. Now say we're making an isometric 2D game, we could render this asset to an image, specify a rotation for the mesh, we'll set Ortho. mode and a resolution of 256x256. And we can all do that with some GET/POST data. "/assets/18/transcode/?format=image/jpeg&sizex=256&sizey=256&angley=-0.785&cameraType=ORTHO&cameraAngley=-0.72" If we instead want it as a CS mesh we could do. "/assets/18/transcode/?format=x-crystalspace/library"
Syndicate content
 

User login