the other half?

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Posts: 144
Joined: 2004.07
Post: #16
kberg Wrote:(snip)
Your pixel editor will be a great addition to any artists tool box, photoshop is far too complex (and expensive!) for most of the amateur artists I know.

Then you certainly don't know me, I'm loaded!

Derek
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Founder
Posts: 1,139
Joined: 2002.04
Post: #17
What are these goodies Smile
http://www.sfu.ca/~kberg/Code/

Carlos A. Camacho,
Founder
iDevGames
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Founder
Posts: 1,139
Joined: 2002.04
Post: #18
We posted news on Karl's app on our front page. With the 2D pixel editor, and now this, Mac artists are surely re-choicing. I thought it would be nice to share Karl's email here outlining what he has planned.
Quote:Hey Carlos, the app I'm working on is called Sculpt, in keeping with this
nice system of short
descriptive names that applications seem to have nowadays (motion, shake,
soundtrack, etc). It's not
really news-worthy yet, still very much in its infancy...

This application is a sort of refined dumping ground for a little over two
years worth of upper-
division graphics work I've done at my university. I plan to have a nice
set of model importers and
exporters to allow people to bring in, work on, and then export models for
their games. I hope to
have clean working sample code for most or all of the formats in the modeler
so developers will
easily be able to utilize what they create.

The feature set I hope to implement is as follows (I'll be implementing this
list piece by piece for
quite some time ; ) ) Stuff with question marks means I'm only toying with
the idea of implementing
them currently:

geometry creation
3ds, obj, md2, md3, (?pov, wrl and milkshape) import / export
basic height-map import
basic primitive set (sphere / cone / cylinder / cube, ..)
cameras, lights
particle systems, simple Lsystems
lathe, clone, extrude, bevel, booleans, subdivision surfaces
(possibly natural systems? fluids?, hair?)
knife (cut faces / edges), weld vertices

keyframable transforms/deforms
scale / rotate / translate
twist, bend, taper, shear
quantize, jitter, smooth

hierarchical scene construction
set parent, break parent

direct viewport manipulation
pan, zoom, rotate, selection, spot render

standard material attributes
name, reflectivity, opacity, specular exponent, index of refraction, double
sided, cast shadows,
smoothing group properties
diffuse, ambient, specular, emissive colours
(?pseudo-perlin noise?)

uv mapping
custom (direct manipulation of uv coordinates per vertex)
planar, spherical, cylindrical, cube mapping
export uv wireframe as image file for texturing

texture stack
arbitrary number of texture layers, choosen from the following types
diffuse, ambient, specular, emissive, and bump textures
scale / rotate / translate / opacity / tile textures

object properties
name, center of rotation, visible
(?primitive attributes? sphere radius, segmentation, etc)
hierarchical constraints, min/max distance from parent, axis and min/max
angles of rotation
inverse kinematics, anchor, joint, end effector (target object, offset)

action sequences (definable and easily duplicatable keyframe sequences or
poses like walking,
jumping, etc)
--need to come up with interface ideas for this still... will be the
foundation for md2 and md3
editing.

hierarchical timeline view, interface is sketched out on paper, and is a
hybrid separable spline-based
keyframe editor merged with a more timeline based animation overview
inspired by non-linear video
editing systems

rendering
raytrace (photon mapping?), opengl, (toon shader(s)?)
width, height, bitdepth, format
framerate, frameset (start, end frame)
adaptive antialiasing (3x sample, 5x sample, etc, threshold value)
raytrace max. depth of recursion
high dynamic range (HDR) effects, motion blur, noise (colour jitter)


I've have a large portion of all this code already implemented, however most
of it was completed for
projects for various courses I've taken. I've been slowly rewriting and
integrating all this code
together (close to 20k lines already), as well as writing a completely new
opengl based widget library
(themeable!) to handle all my user interface needs.

Right now the modeler has a couple basic primitives built-in, obj and basic
3ds loading, keyframable
scale / rotate / translate functionality, basic material support with a
couple mapping primitives
integrated, and a slow, simple raytracer (reflections, shadows). It can't
save anything, and editing is
currently object level only (can't select a group of vertices or faces to
modify them yet).

I'm still settling in trying to find a robust, comfortable scene data
structure to fit all my needs.
Hasn't been all that easy so far, but its slowly coming together. Once I
get the most basic of
functionality complete (stuff like saving) I'll look at seeding development
versions; that way I can
start getting feedback on what people like, think is missing, etc.

Anyways, TTYL, and thanks for all your hard work on iDG! Karl.
Sounds great. Now, back to the subject at hand... geting more music and art people to visit the site. Smile

Carlos A. Camacho,
Founder
iDevGames
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Sage
Posts: 1,234
Joined: 2002.10
Post: #19
Very promising looking. Is that using ProKit, btw? Wink
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stygianfix
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Post: #20
I would be willing to add my skills and talents to games.

I am an Industrial Designer by training, though only kinda sorta do it for a job.

I am looking for a more creative outlet... Games would be IDEAL!

My primary skills are in 3D modeling, and concept sketches. Though when it comes to sketching, human and animals are not my forte.

From the artists point of view... The mac community has no lack of artists. However, most of them do it for a living and not a hobby.


Though I already have my tool set, I applaud kberg's efforts.

There has been a lack of tools for the hobbyists. I originally spent 2k on my modeling app. FormZ. That was nearly 10 years ago... so all together I have spent probably 5k on just that one app ($400 per year for a while, now I am a beta tester...)

I do not, however, have an animation app!... This I would love! at this point I could care less about IK, but some bones deformations would be a GREAT START!

ThemsAllTook, here too I have my toolset, but I might suggest a nice UV mapping app. While at work I use Body Paint, this is definitely a place where Shareware or reasonably priced apps have a gap.

Any how, as I said, I need a creative outlook. If anyone is interested in my work, just holler.

Chris Lund

Oh yea, I would be up for alpha/beta testing other items.
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Posts: 144
Joined: 2004.07
Post: #21
stygianfix Wrote:I would be willing to add my skills and talents to games.

I am an Industrial Designer by training, though only kinda sorta do it for a job.

I am looking for a more creative outlet... Games would be IDEAL!

My primary skills are in 3D modeling, and concept sketches. Though when it comes to sketching, human and animals are not my forte.

From the artists point of view... The mac community has no lack of artists. However, most of them do it for a living and not a hobby.


Though I already have my tool set, I applaud kberg's efforts.

There has been a lack of tools for the hobbyists. I originally spent 2k on my modeling app. FormZ. That was nearly 10 years ago... so all together I have spent probably 5k on just that one app ($400 per year for a while, now I am a beta tester...)

I do not, however, have an animation app!... This I would love! at this point I could care less about IK, but some bones deformations would be a GREAT START!

ThemsAllTook, here too I have my toolset, but I might suggest a nice UV mapping app. While at work I use Body Paint, this is definitely a place where Shareware or reasonably priced apps have a gap.

Any how, as I said, I need a creative outlook. If anyone is interested in my work, just holler.

Chris Lund

Oh yea, I would be up for alpha/beta testing other items.

That's very cool! I'd like to welcome you to iDevGames and hope you have a comfortable and enjoyable stay!

If there is anything I can do don't hesitate to ask.

Derek Arndt
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Member
Posts: 47
Joined: 2004.07
Post: #22
Hi Chris...

We're busy gearing up for a release of our nex-gen tool, Unity, for creating games on the Mac... Thing is: We're just 3 programmers, and we desperately need some Assets to demo the stuff. Would you be interested in that? I can't offer any payment (we've all lost quite a bit of weight during the 3-years development time ;-), but the idea of having an idustrial designer doing graphics pleases me no end...

Anyways, take a look at our homepage: http://www.otee.dk , and drop me a mail if you would like to give a hand... I'm really bad at modelling, and I would hate to see something that has taken 3 years of my life look like hell when we release.

My mail is: nicholas@otee.dk

Nicholas Francis
http://www.otee.dk
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stygianfix
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Post: #23
nick,

a foot in the door!



My web page is down at the moment, if you want me to send some examples I can e-mail them
[Image: FortuneTeller.jpg]

[Image: Plane3.jpg]

[Image: The%20Gang.jpg]



Chris
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Oldtimer
Posts: 834
Joined: 2002.09
Post: #24
Stygian, very cool stuff. You clearly have the knack for games-type modelling.

Speaking of UV Mapping apps, that's one of the projects I have in my crazy pipeline. Named "tattoo", I'll try to do what the mac platform lacks - decent UV mapping. (UVMapper isn't all that great, I'm afraid)... But, as always, time is the major hurdle. Sad
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stygianfix
Unregistered
 
Post: #25
Fenris,

comments much appreciated! My day job
http://www.boulderblimp.com
of which I am looking for a way out, and games are looking real good! mmmm... tasty

for the most part, the modeling is low polygon, where I create a model then generate flat patterns for so that they can be built. The work itself is ok, but not very inspiring, and nothing of my own creation ends up here. The stuff you see in my previous post has been for my entertainment.

I await with great anticipation! I like body paint, but for the most part I think it is overdone. and yea UVMapper is under done.

When I work with body paint, I tend to rough things out with it and end up in photoshop any way. But then again I haven't been working with it all that long. My primary focus has been geometry.

Onward!

Chris
---
Get your fix, stygian fix; drug of the future!
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trip
Unregistered
 
Post: #26
Question; Why cross Platform.

My reasoning is this tool sounds like it will help with adding to mac friendly type of work. But you speak of 'mac' users trying to create good games and have tools for us. So why make the tool cross platform ? What good will this do ? We miss out on a lot of apple only stuff if you do this.

Like for one, no cocoa GUI and apples standard interface. That is one of the MAJOR upsets getting users into Blender.

Second you have more bugs to deal with trying to get it to work everywhere.

Speed. Power. Technoligies. Eye candy.

Us: Grin and You Grin not them LOL

Kay, Blender is cross platform true,, but it is still way behind others in game creation power and tools standards. Infact the game engine is Only being help together by one person! There are others but they do not spend nearly as much time as the One person and even then he does not get enough time like he needs.

Besides windows has enough apps to aid their games with. Apple needs it's very own with true cocoa power and stuff.

I have still yet to find ANY program that will let you create and play with Particles like you can in iTunes with the various plug-ins.
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Joined: 2004.07
Post: #27
trip Wrote:I have still yet to find ANY program that will let you create and play with Particles like you can in iTunes with the various plug-ins.

Don't worry - we're working on it night & day Cool

Gotta get some sleep now. Had only had 12 hours total in the last 4 days...

Nicholas Francis
http://www.otee.dk
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trip
Unregistered
 
Post: #28
NicholasFrancis Wrote:Don't worry - we're working on it night & day Cool

Gotta get some sleep now. Had only had 12 hours total in the last 4 days...

Oooo hope I hope you can do it ! Grin Just incase if you do not know what I am talking about. Can it "render" in OpenGL so it will be super fast for animations. Like this as an example: http://www.binaryminded.com/fountainmusic.html

It has particles and a pause feature to see it all in it's neat glory. Also there are things like matrix fly around demos and stuff. Eye Candy ! But it has a power to it to mold it and stuff.
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samson
Unregistered
 
Post: #29
Hello, lurking artist here. There are a couple of 2d pixel art communities that I thought you guys might like to know about: Pixelation and PixelDev. There are quality artists hanging around both of those sites who are looking for game projects to work on, so check them out. It seems like a very natural complement to your site, the peanut butter to your jelly.

Pixelation (Programmers seeking artists should post in the Community section.)
http://web1.t43.greatnet.de/

PixelDev (Progammers seeking artists should post in the Help Wanted section.)
http://www.wolfz.com/~rhino/pixeldev/main.php

Also, (not a plug, I have nothing to do with this app) to any Mac pixel artists out there, Pixen has just released its 2.0 version. It is a FREE program built from the ground up specifically for creating pixel art. Woot.
http://www.opensword.org
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Member
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Post: #30
Stygianfix: I tried to send you a mail, but it bounced... Any way I can get in touch with you?

Nicholas Francis
http://www.otee.dk
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