Recently in Design Category

Scarpia - Application of Puzzle Theory

Today I'm bringing you an oldie. Scarpia's article about Application of Puzzle Theory. Dating from 2003 it's still as useful as it was then, as it covers some basic concepts on the different types of puzzles you can get your players into. It's focused on adventure games (point-and-click), but many of these puzzles have presented themselves in other kind of games as well, such as RPGs or games like Mass Effect, that somehow blend the genres.

I want to state that I just re-formatted the whole article and corrected a couple of typos. I haven't added anything, and I'm not claiming any ownership on the text.


Hello, I'm an alien

imanalien.png

At least the model is now "closed". Probably still needs like 400 hours of polishing to be acceptable, but considering it's going to be quite small in the game (where it will be shown in a sidescroller perspective), and that it's my first organic model, I think it doesn't look THAT bad. I'll probably do a higher polygon model though, with the sculpt tools, to get some nice normal mapping for the clothes that hopefully will make it a bit less boring. Oh, yeah, and textures too.

On a side note, from today when you click on an image to get the full sized version, you'll be able to close the popup by just clicking on the image again. Sadly it doesn't change all those I already uploaded, as re-publishing the blog won't update the html popups.

Edit: Tweaked the general posture of the torso just a bit.

imanalien2.png
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Faces and crappy models

The title is actually incorrect, as there's only one of each. I've been trying to model the protagonist, Heiko, for some hours. Or at least, something that I can use until I get something better, to start learning about armatures and how to bring the models to Unity 3d.


Anyway, this is a quick sketch of how these people look, the K'zaai:

heikoface.png

So, we have horns, pointy ears, slanted eyes (that should be completely black, no white as they appear there) and horns. Supposedly those horns are kind of "unique" for each K'zaa. Coming from a planet with less gravity than Eart, they are quite tall. It's somehow difficult to distinguish between male and female K'zaai, as they evolved through the path of complex pheromones, instead of the one with boobies.

Anyway, after tearing some blood, this is how the body is looking right now, untextured:

heiko.png
Summarizing: Bad, but I guess that not "that" bad for a less than 300 faces model. Soon she'll have feet and hands, and maybe some re-worked proportions.

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Obvious improvement is obvious

Click to embiggen

 

decarton2.png

While it may look dumb, it's the first time working with decals; clipped image texture on the ship flat-projected to an empty-type object inside the aforementioned. Bitches.

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Yipee-ki-yay, motherfucker

I finally managed to find the way to unwrap the UVs correctly. The problem is that Blender 2.53b doesn't allow to export them as TGA or PNG, only as SVG. Luckily it's possible to have different versions of the software at the same time (using the zip version instead of the installer) so, it was just a matter of using 2.49b to export the image through Python.


The results? A cardboard spaceship with some colors on top.


decarton.png


Once again, the result is not too impressive, but at least now I know how to deal with textures and UVs. Or, at least, I have a little more idea than yesterday.

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