Let’s get straight to the points, shall we? The big Q: What is going on with DIVERSE? The answer to this one, is multi-stage, and significantly more complicated than the rest on this list. The shortest version is that DIVERSE is technically a project by Helical Games and while I may post about things I work on for it here, it is not what I actually classify as a personal project oddly enough. This may come as a rather bizarre distinction, given that manyRead More→
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So in the last post, I had completed the base mesh for the new design, and had UV Mapped the mesh for future texture work. Now I’ll be taking that mesh into Mudbox to do detail sculpting. The short version of what Mudbox does, is it allows a modeler to increase the polygon/vertices count of a mesh into the millions without the heavy draw on memory that usually happens in rendering software. Upping the count into the millions will essentiallyRead More→
So I’ve been working on various aspects of DIVERSE for a while now, and to this day I hadn’t been happy with the design of the main character. Not on a basic design level you understand, Dylan Banks did a fantastic job on the original design, but on how the character had translated into a 3D mesh, which was my doing. So the purpose of this, still ongoing project, has been to rework the 3D implementation of the Aidan design, as wellRead More→
DISCLAIMER: I am not a lawyer, so do not take everything said here to be without fault. Please seek legal consult before making business decisions. So once again, Nintendo shuts down more than 500 indie/fan games that were using their IPs: http://fireside.gamejolt.com/post/dm…games-bzc9h583 This is of course perfectly within their legal right, and really based on trademark laws is actually required of them to maintain the mark, but a lot of fans and indie developers themselves seem to always cry foulRead More→
The controls are still very much WIP. It handles like ass, and there are no flips/rolls or strafing available yet. So far I’m thinking this will turn out to be a pretty decent portfolio piece. I’m also providing public viewing access to the design documentation here: https://goo.gl/BPLdVW For those not familiar it is basically a living document that sets the initial restrictions and outlines the project, and will grow from there to fit the final product. Basically it’s your windowRead More→
It works! Albeit a bit buggily. Once I work out the kinks, and have tested it on a live server rather than a local XAMP installation, I’ll post a full guide. For now, see below for some screenshots of the test, and of the JSON request blueprint.
A low poly (Quake3-Era) Character Model of Liara T’Soni as seen in the Mass Effect series © Bioware and EA. This was my final project that earned me an Associates of Applied Science in Simulation and Game Design. It also earned a Staff Pick from Sketchfab.com. A live 3D Model can be viewed below: Liara T’Soni by Patrick Barnhardt on Sketchfab
So I am having to rush to finish this, as it will be my final project before I get my AAS in Simulation and Game Design, and it is due in 2 days.
I made a Claptrap model and textured him in 3 days for my texturing class. This was the first time I ever did an entire model on one UVmap too, so that was interesting. Unfinished Texture File: ClapTrap by Patrick Barnhardt on Sketchfab