Dev Age 1 - Terek'sha *Project Closed*

Dev Age 1 - Terek'sha *Project Closed*

Postby Nek'rahm » Thu Jul 03, 2008 11:58 am

Wow, I've got a Dev Journal now... sweet :)

Anyway, I've got a few "concepts" that I'll just be drafting into existence soon. I might even get a small 6x8 tablet soon so I can color my work easier...

Anywho, Terek'sha, lush Age that rests as a giant monolith high above the forest below it. The player links in on a huge open pedestal, which seems to be dwarfed by the looming columns and pillars that rise into the air at unusual angles.

Gunna have to post a quick "Notes about my work" thing soon, but yeah many people know I really can't do Blender well enough to do my ideas justice. If anyone is interested in working with vines and plant life, be my guest. However, my ideas are open to use, just talk to me before you use my ideas.

*chuckle* Doubtful most of my ideas will be used though :S
Last edited by Nek'rahm on Fri Sep 26, 2008 2:58 pm, edited 1 time in total.
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Re: Dev Age 1 - Terek'sha

Postby Jojon » Thu Jul 03, 2008 12:35 pm

http://graphics.uni-konstanz.de/~luft/ivy_generator/

:)

We may not want to use the produced objects as-is in Uru, however.. :P

Should probably not be impossible to render two or three layers of cut-section and map as textures onto simple blobs, though... :7
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Re: Dev Age 1 - Terek'sha

Postby Nek'rahm » Thu Jul 03, 2008 1:13 pm

Thanks for the link Jojon.

The one by Derya Genç is the one most similar to what I'll be needing. If anyone's ever completely played through FarCry, do you remember the mission in the mossy ruins? That's similar to what I'm thinking...
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Re: Dev Age 1 - Terek'sha

Postby ardent red » Thu Jul 03, 2008 2:27 pm

Interesting age idea, Nadnerb- I look forward to the concept art!

I had a go with the ivy generator software a while ago, and it creates a frightening amount of vertices. It would be wise to follow Jojon's suggestion- I don't think it would require incredibly difficult modelling, mainly just texturing.
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Re: Dev Age 1 - Terek'sha

Postby Nadnerb » Thu Jul 03, 2008 2:29 pm

That's Nek'rahm, not Nadnerb. I'm Nadnerb. ;)
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Re: Dev Age 1 - Terek'sha

Postby Nek'rahm » Thu Jul 03, 2008 4:07 pm

Nadnerb wrote:That's Nek'rahm, not Nadnerb. I'm Nadnerb. ;)


Hey look, it's nadnerb.

Hiya!
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Re: Dev Age 1 - Terek'sha

Postby Nek'rahm » Fri Jul 04, 2008 6:18 pm

Well, I'm gunna need to start keeping track of updates.

Happy 4th of July, all US-Americans :D

Anywho, I'm working really hard on taking a piece of concept art and really blurring the original image. I can't have you people knowing what I'm doing, now can I?

UPDATE 1 (7/4/08):

Terek'sha is an Age written for the Guild of Healers.

It is a Lesson Age.

Based off Atrus's lessons (this is a hint to its purpose).
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Re: Dev Age 1 - Terek'sha

Postby Grogyan » Fri Jul 04, 2008 8:00 pm

Jojon wrote:http://graphics.uni-konstanz.de/~luft/ivy_generator/

:)

We may not want to use the produced objects as-is in Uru, however.. :P

Should probably not be impossible to render two or three layers of cut-section and map as textures onto simple blobs, though... :7


Would be interesting though if someone could port this to a python script for Blender, then have a decimate modifier added to it to reduce the vertice count
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Re: Dev Age 1 - Terek'sha

Postby Nek'rahm » Fri Jul 04, 2008 8:12 pm

Grogyan wrote:
Jojon wrote:http://graphics.uni-konstanz.de/~luft/ivy_generator/

:)

We may not want to use the produced objects as-is in Uru, however.. :P

Should probably not be impossible to render two or three layers of cut-section and map as textures onto simple blobs, though... :7


Would be interesting though if someone could port this to a python script for Blender, then have a decimate modifier added to it to reduce the vertice count


I have no clue what you just said, but it sounded smart :D
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Re: Dev Age 1 - Terek'sha

Postby Branan » Fri Jul 04, 2008 8:16 pm

Nek'rahm wrote:I have no clue what you just said, but it sounded smart :D


I know exactly what he just said, and it was smart.


Actually, there should be no need to port the whole thing to Python - Python can load C libraries directly. We'd just need a Python wrapper to do the Blender interfacing.
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