I'm an artist, and have always been a gamer.
I've playing all the Myst games on PC most of my childhood to young adult life. After URU started going downhill since, my activity in all game has been very slim, but I want to get back at it. In fact, I still seem to have the mental map of all games still in my brain, as far as how things function.
If someone is looking for an artist to conceptually design ages, or even help build one, let me know. I have enough gaming experience where I feel comfortable with starting to design my own even.
I know there have been strict rules about tampering with the Myst Lore though, but are there any projects dedicated to building the Ages of Myst already as they have been described in the many journals and books?
Age building still active these days?
Re: Age building still active these days?
their is one age the first one I started working on, I needed help with a python file but unfortunately Tachzusamm the person who helped me uses Blender and I use Max in order for him to help me with the Python file he had to convert it and he add the Game engine with a few of his own additions using blender, I dont know blender I haven't been able to convert it and am unable to continue working on it as a result.
If you wanna check it out the files are on page 5
http://forum.guildofwriters.org/viewtop ... f=7&t=5359
it still needs a few odds and ends that are in the drawing I used as concept art that have not been added to the age
If you wanna check it out the files are on page 5
http://forum.guildofwriters.org/viewtop ... f=7&t=5359
it still needs a few odds and ends that are in the drawing I used as concept art that have not been added to the age
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Re: Age building still active these days?
Welcome markwilliam, I think there really is a need on good , and even better, very good conceptial artists.
If i speak for myself, i think i can model and texture nearly anything, but i consider myself not to be an artist that can draw well designed worlds.
A well designed world looks simple, but definitly is more then a "simple" drawing.
It is designed in a way that you cannot see every corner but only a small portion from any avatar position.
when you walk there has to be a new " surprize" after every corner.
It has to be designed with the limitations of the game engine in mind and is divided into several " visible regions" from the very beginning.
Such a region can contain a limited number of vertices (objects), so the more the age can be divided in such parts , the bigger it can grow and still be playable.
When the avatar walks from one region into the other, the objects " pop up" because they are suddenly rendered.
Thats why the new region has to be around a corner. some objects on the bounderies of two regions can be defined as visible into both adjacent regions.
I want to make you aware of this from the very beginning, because its the only way to make an age that can be compared to what cyan did.
Then the concept needs several views, a simple drawing without to many details which defines the position of the objects in the age and its relative measurements
and a more detailed drawing of the separate objects. and very detailled for essential parts of the object.
Animations of objects is possible but not to many in one visible area. Keep the animations as simple as possible. the more moving objects are dependent from each other the more difficult for the builder.
If you think, you can do that.
That would be great,
Also think about the textures you want to use to make the age in harmony and style.
Show us something , if it is high quality i would love to assist you in building it.
If i speak for myself, i think i can model and texture nearly anything, but i consider myself not to be an artist that can draw well designed worlds.
A well designed world looks simple, but definitly is more then a "simple" drawing.
It is designed in a way that you cannot see every corner but only a small portion from any avatar position.
when you walk there has to be a new " surprize" after every corner.
It has to be designed with the limitations of the game engine in mind and is divided into several " visible regions" from the very beginning.
Such a region can contain a limited number of vertices (objects), so the more the age can be divided in such parts , the bigger it can grow and still be playable.
When the avatar walks from one region into the other, the objects " pop up" because they are suddenly rendered.
Thats why the new region has to be around a corner. some objects on the bounderies of two regions can be defined as visible into both adjacent regions.
I want to make you aware of this from the very beginning, because its the only way to make an age that can be compared to what cyan did.
Then the concept needs several views, a simple drawing without to many details which defines the position of the objects in the age and its relative measurements
and a more detailed drawing of the separate objects. and very detailled for essential parts of the object.
Animations of objects is possible but not to many in one visible area. Keep the animations as simple as possible. the more moving objects are dependent from each other the more difficult for the builder.
If you think, you can do that.
That would be great,
Also think about the textures you want to use to make the age in harmony and style.
Show us something , if it is high quality i would love to assist you in building it.
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.
Watch my latest Video Or even better..... watch the Cathedral's Complete Walkthrough made by Suleika!
Watch my latest Video Or even better..... watch the Cathedral's Complete Walkthrough made by Suleika!