Community
General and Everything Else => The Games and other Sierra Adventure stuff => Topic started by: Kawa on December 27, 2015, 11:40:52 AM
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First public release! Here's a demo version that features the first day and its puzzle.
It's probably pretty buggy, and in fact I had to remove some things just to make it not crash. If you feel like a challenge in figuring out why the removed things make it crash, just tell me. If you have any suggestions for content or style, please go ahead and tell me.
But now, with no further ado, you can get The Dating Pool - One Day Demo at http://helmet.kafuka.org/sci/catdate/
Screenshots
Just took these from the site linked above, lol.
(http://helmet.kafuka.org/sci/catdate/road.png) (http://helmet.kafuka.org/sci/catdate/engine.png)
Changes to New Years demo since Christmas
? Canister logic fixed
? Intro crash bug fixed
? Credits and post-demo slideshow amended
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That was very fun! Cool game.
Few minor bugs:
- Text in the "About" screen is messed up.
- Took out broken canister; went to mechanic; got new canister; went back to car; another broken canister was there for me to take out.
- Description of the mechanic stated his name, even before he introduced himself.
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Took out broken canister; went to mechanic; got new canister; went back to car; another broken canister was there for me to take out.
Oh that's a serious one! I should've tested that more.
Okay, new build is up. I couldn't see anything wrong with the About window, but the respawning canister bug should be fixed now. I'll worry about the logic of the mechanic's name later.
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Nice and fun little demo! Graphics and animation are lovely. I threw the MT-32 driver in there from SQ5 and you'll be happy to know that the game sounds great with MUNT and, I expect, a real MT-32.
One other little bug, after I replaced the fuel canister, I went back to talk to the mechanic again and he gave me another new canister. :P
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One other little bug, after I replaced the fuel canister, I went back to talk to the mechanic again and he gave me another new canister. :P
I see the logic error there and have fixed this too. A new copy is up now with this and the other canister bug.
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I couldn't see anything wrong with the About window
See attached picture.
BTW - it's Jeff Stephenson, not Jeph.
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Yup, that'd be a ScummVM difference, then. It's supposed to use a smaller font for the body copy there.
Relatedly, the dummied-out intro does not poison the well and cause a crash when the player character slams the door when running in ScummVM.
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I'm not having any luck running this, with ScummVM or SSCI (see image).
(http://www.sprogklog.dk/dating-pool.png)
ScummVM seems to think there is a problem with the resource map:
Starting 'Sierra SCI Game'
The game in '/home/lars/dating-pool' seems to be unknown.
Please, report the following data to the ScummVM team along with name
of the game you tried to add and its version/language/etc.:
{"resource.000", 0, "af28393cf5ae59e98203067f5eb87e2b", 987041},
{"resource.map", 0, "becfb721cb27734a33d715cd068536e3", 1393},
WARNING: Error 6 occurred while reading invalid.8 from resource file RESOURCE.000: Unknown compression method!
WARNING: resMan: Failed to read invalid.8!
WARNING: SCI [SCI0, SCI01, SCI10, SCI11, SCI32] failed to instantiate engine: Game data not found (target 'dating-pool', path '/home/lars/dating-pool')!
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You're right, something did go wrong there. I put up a rebuilt copy.
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Text in the "About" screen is messed up.
Yeah, this was a ScummVM bug. Fixed in HEAD.
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What are your problems with the intro scripting?
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What are your problems with the intro scripting?
In some setups, the roadside refuses to load and the game freezes at the end of the credits sequence. In another (leaving out the credits and going straight from the cartoon to the roadside) the game oopses when ego tries to speak after getting out of the car, but only in SSCI. In another (I think if I leave the skip feature in?) the same happens but with noise in the car door animation.
I found the SubtitledNarrator and SubtitledTalker, as used in the mechanic's closeup as well as the intro, caused problems when the window width was set to 320. Unfortunately, changing this only fixed the mechanic's closeup and didn't fix the intro at all.
It wasn't the new credits writing style that did it either -- reverting didn't fix shit.
If you feel like giving it a look, I can put up a copy with source included.
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Checking back in quickly. I have to leave town again in a few days, so I won't be able to look at much until a week from now or so. If you find bugs, make sure you send me something to repro... from a quick read of this thread it sounds like there might have been some resource.map corruption or something. If you think that's something Companion did, I'd like to know what you were doing when it happened, and have a broken resource.map to inspect so I can try to diagnose.
Can't wait to try your game!
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In some setups, the roadside refuses to load and the game freezes at the end of the credits sequence. In another (leaving out the credits and going straight from the cartoon to the roadside) the game oopses when ego tries to speak after getting out of the car, but only in SSCI. In another (I think if I leave the skip feature in?) the same happens but with noise in the car door animation.
There is one thing that comes to mind; you're placing the talkers in your room scripts. Don't do that, the scripts get unloaded when the room changes, leaving a dangling pointer to the now-defunct talker. Consider giving them their own script instead.
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There is one thing that comes to mind; you're placing the talkers in your room scripts. Don't do that, the scripts get unloaded when the room changes, leaving a dangling pointer to the now-defunct talker. Consider giving them their own script instead.
You may have a point. Thank you for this idea, I'll look into it.
Update: moved the two intro cutscene talkers from script 103 to 1003, changed findTalker and disposeCode accordingly. No difference. For the record, the Oops ends in error 4.
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Update: moved the two intro cutscene talkers from script 103 to 1003, changed findTalker and disposeCode accordingly. No difference. For the record, the Oops ends in error 4.
This could still be the same thing. DisposeCode is run on room change, and disposes scripts unconditionally. Error 4 is "not an object".
I am not sure how Sierra managed talkers in ephemeral scripts, but one you could try adding a global procedure, say ClearTalker, which would go and set your messager's talker value to 0, then call it from somewhere appropriate (Game::startRoom?). It may have unforeseen side effects, and there must be a better way, but I can't think of any just now.
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This could still be the same thing. DisposeCode is run on room change, and disposes scripts unconditionally. Error 4 is "not an object".
I am not sure how Sierra managed talkers in ephemeral scripts, but one you could try adding a global procedure, say ClearTalker, which would go and set your messager's talker value to 0, then call it from somewhere appropriate (Game::startRoom?). It may have unforeseen side effects, and there must be a better way, but I can't think of any just now.
With the talkers still in their own script and a ClearTalker procedure added, I now get this:
Debugger enabled
; Just before acting, ClearTalker reveals the old value.
(gMessager talker?) = 0
; The severely-shortened intro speaks one line.
NewRoom 110
(gMessager talker?) = 30438
; The player steps out of the car and slams the door.
SpeakWindow::open
; It works.
For testing, here's an alternate version (http://helmet.kafuka.org/sci/catdate/catdate-onedaydemo-2015i.zip) that has the intro in it, and here's a new teaser image (http://i.imgur.com/mdalxXB.png).
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Very slick demo. Nicely done! (minor credits nit: SCI Companion is not based on SCI Studio)
It sounds like you've figure out all the issues?
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A different kind of "based" I suppose, but easily rectified. Perhaps a better credits nit would be to add Iskovlun, lol.
Besides the issues, does anybody have any content-related suggestions and such?
Edit: updated the main demo download linked on the first page.
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If you are ready, you could always post it to the games pages too ;)
Sorry though I haven't had time to take a look at it yet though. So no input as of yet. I know the screenshots are looking excellent though. Somebody over there is quite the artist
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Somebody over there is quite the artist
Heavily-manipulated GMod screenshots and traced sprites from Iceman. 8)
Oh, and Daz Studio. How could I forget?
Edit: Okay, demo's submitted, but I missed and clicked Short instead of Demo. If you can change that in approval, that'd be great.
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Done and available
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Tumblr user iliketurnips notified me of a crash in the closeup scene. It was as I thought it would be, and it should be fixed now. I put a new copy on my server, and the local copy should be updated too.
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I'm sure this is something that you have already noticed, but it looks like you need to do a little logic work for your talkers when ego is near the edge of the screen. The text falls outside of the balloon area and then does not dispose correctly as a result.
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Yes, I'm aware of that. It's something I'm planning to work on next year.
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A minor thing: After viewing the about dialog, the game resumes with an arrow cursor.
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A minor thing: After viewing the about dialog, the game resumes with an arrow cursor.
Fixed, but unless something less minor comes up I'm keeping this.
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Oh my god you guys. An acquaintance of mine with dreams of voice acting (and who recently did a stage performance of Sweeney Todd) did some lines.
Not lines of coke, but holy shit I'd almost think so. (http://helmet.kafuka.org/sci/catdate/covarr_demo.ogg)
<Covarr> when I read those lines, I knew that the voice had to be a complete dickhead
<Covarr> I hope that shows in this performance
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As much as I'd hate to triple-post, I have to wonder if anybody would know where/how to acquire somewhat original music. Cos if there's one reason it sounds so good it'd have to be because most of it's from other Sierra games.
And one visual novel. Which, if you don't go too recent, might be an answer. Of course, modern VN don't use MIDI at all...
Still, my question stands. Any suggestions regarding other types of content are of course also welcome.
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Disappointing. But okay, quadruple post it is.
(http://i.imgur.com/jZ7P33a.png)
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So how did you fix it? Are you still using your neat talkers... I have played around a bit without much luck (or much determination either) to switch up a talkers position when using a changestate to try and rearrange it's position between one case and the next.
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So how did you fix it? Are you still using your neat talkers...
Yes, yes I am.
Yesterday's fix, as seen in the screenshot, was this:
(class NeatNarrator of Narrator
(properties)
(method (aim target)
(= gWindow gNewSpeakWindow)
(gNewSpeakWindow
xOffset: 0
tailX: (target nsLeft?)
tailY: (- (target nsTop?) 16)
)
(cond
((< (target nsLeft?) 100)
(gNewSpeakWindow
xOffset: 32
tailX: (+ (target nsLeft?) 32)
)
)
((< (target nsLeft?) 50)
(gNewSpeakWindow
xOffset: 64
tailX: (+ (target nsLeft?) 64)
)
)
((> (target nsLeft?) 250)
(gNewSpeakWindow
xOffset: -64
tailX: (- (target nsLeft?) 32)
)
)
((> (target nsLeft?) 200)
(gNewSpeakWindow
xOffset: -16
tailX: (- (target nsLeft?) 16)
)
)
)
; TODO: detect heads and center on those instead where available.
)
(method (dispose)
(= gWindow cdWin)
(super dispose: &rest)
)
)
The (cond) block did it.
Today's fix is somewhat neater: if the window would be out of bounds, shift it over until it's not:
; Add this to SpeakWindow::open, right below (= type 128) and (= tailTop tailY):
(DebugPrint {SpeakWindow::open -- left %d, right %d} left right)
(if (< left 8)
(while (< left 8)
(= left (+ left 8))
)
(= right (+ left temp2))
(= lsLeft (- left 4))
(= lsRight (+ 4 right))
(= tailX (+ tailX 16)) ; offset the tail so it roughly centers on the tip
(= tailCel (if (not isBottom) 3 else 0))
)
(if (> right 312)
(while (> right 312)
(= right (- right 8))
)
(= left (- right temp2))
(= lsLeft (- left 4))
(= lsRight (+ 4 right))
(= tailX (- tailX 24))
(= tailCel (if (not isBottom) 4 else 1))
)
Anything about the other three posts?
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Should I continue down this path?
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It's more distinctive than screenshots from a 3D render (which I think is what it was before?). I dunno if it's quite there yet (hard to tell with only a half-completed image), but it stands out more.
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It's more distinctive than screenshots from a 3D render (which I think is what it was before?). I dunno if it's quite there yet (hard to tell with only a half-completed image), but it stands out more.
Screenshots from Garry's Mod, actually. Could you elaborate on what you mean there, by "more distinctive"?
Shown here: an otherwise unaltered screenshot from the gm_fork map by Blueberry_pie.
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While hand-made art would be cool, I'd have to see it finished before judging which looks better. And even then it'd be subjective. It's up to you really.
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Screenshots from Garry's Mod, actually. Could you elaborate on what you mean there, by "more distinctive"?
Shown here: an otherwise unaltered screenshot from the gm_fork map by Blueberry_pie.
I don't know what Garry's Mod is, but I had assumed it was 3D.
More distinctive, as in the art style stands out. Whereas "screenshots from Garry's Mod" look like any other game.
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Gary's Mod was a sandbox mod where you can take assets from other games and basically do whatever with them. Now it's a commercial standalone game. It was initially made for Source engine so you could take content from Valve games like Half-Life 2, Team Fortress 2, Counter-Strike, etc and do whatever you want with them. Now it's branched off into other games and people even make their own content. There was (I don't know if there is anymore) a huge machinima short community that made animated videos with it.
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To be honest, I only use shopped GMOD screenshots and Daz renders for my backgrounds because I have one crippling inferiority complex. Especially when I see art like Mu's (http://sciprogramming.com/community/index.php?topic=1530.msg7813#msg7813), for example. :(
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Lol that's one big cheat image. That was my first attempt at "tracing" a background. It was made entirely in Photoshop 7 and PSP5, I think. It actually bugs me. I was just developing tricks with filters and effects. The grass I made with a brush in PS shaped like a grass blade. I just did that in a few different colours. Then I threw a drop shadow underneath it so it would cast a shadow on the dirt path. But it looks horrible like the grass is floating off the ground lol. It's very cheaply and terribly made. If I can do that you certainly can! I'm no artist.
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It's no surprise, really, that what I just posted is also traced, technically, from the altered GMod screenshot.
The main issue with the GMod things is that the perspective is off, when you compare it against, say, most Sierra backgrounds?
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Yeah, 3D renders will do that.
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It's not like it's impossible to render in two-point perspective or whatever it's called. It's just not possible in Source. Or Daz. Or apparently 3DSMax. Which forces me to manually construct props in PSP, deform others... and do it all in at least 640x400 so the imperfections blur out. And what does it leave me? With insufficient floor space! GAH!
Looking at the games on this site so far, and that post about how the KQ3 scene was made... it fills me with dread, to be honest. Renders don't cut it, I can't adequately draw the backgrounds myself, and I fear it's no use to ask someone else on this board to try. I have zero budget, so I can't just hire someone from... I dunno, /r/indiedev or whatever.
To be honest, I've gotten burned on asking others for content so often that's just another point of fear for me. :-\
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Wouldn't it just be a matter of adjusting the camera position, and how wide an angle it is viewing?
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If you want lines going up to look straight, I don't think so. Assuming I understood the viewing angle bit correctly.
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I admit, I don't really understand the difference between 1 point, 2 point and 3 point perspective views (even after reading wikipedia!)
In my research, I came across this though... claims to provide 2-point perspective for 3dsMax:
http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-38F86E7D-A79F-47D9-9E5F-7849E91BB6CB.htm,topicNumber=d30e353150
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Interesting, and exactly what I need. Unfortunately, all the stuff is in other formats -- I'd have to figure out how to convert the sets, or rebuild them from scratch. Ouch.
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Source can change FOV settings I'm sure. Could you go back far enough and reduce the FOV? That'd probably still give you the floor space issue...
Graphics are a hurdle. It's why I've not gotten very far with many projects. If it doesn't look good I'm not interested in taking it further. At least KQ2SCI was done with vectors and looks sort of ok, but it's still time consuming. something like that KQ3 scene? Fuggedaboudit.
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Oh, I've tried changing the FOV. The thing is, there's also walls in the way. Let me see if I can get a screenshot...
Here. FOV up to 90, carefully lined up the camera angle and height... but good luck getting the rest of those walls on the sides in view without clipping through the back wall.
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Welp. Thanks for the inspiration, Police Quest 1.
(http://i.imgur.com/L9y4eKy.png)
Done entirely in Daz, for which I have a ton of props, and whose cameras can do this kind of projection.
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So here's a little overhaul on the icon bar...
(http://i.imgur.com/9bkzqIM.png)
Yes, the calendar panel is dynamic, like a score panel.
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Nice work! Also, I like the cutaway room.
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Thanks. I have two so far. I think I'll try to do the space station next.
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Added a Wiki page for this demo. Edit it to suit. http://sciwiki.sierrahelp.com//index.php?title=Dating_Pool_Demo,_The
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Found one bug where ego gets trapped by the puddle if the path walking to the west takes her through the puddle.
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Thanks.
I'll look into it tomorrow.
Could you be a little more specific? I can't seem to reproduce this, in the current version or the demo.
(http://i.imgur.com/Ye5qiju.gif)
Update: if anything, there's was a priority bug on the splash.
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If I remember correctly, ego by default is blocked by views. May want to double check that there's an ignore actor in there.
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You're right. I just managed to wriggle Ego between the car and the puddle's baseline and I can't walk straight down from that point. I can wiggle out sideways though, and then walk around it. Added an ignoreActors call and tried again, no more issues. Thanks, Cloud.
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Fixed the one where kissing the car and such made it impossible to walk to the garage.
Turns out KissCarScript and InspectPuddleScript didn't reset to RoomScript, which is what checks for the control color triggers. I've updated the demo download to match.
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So here's a thing.
I've been studying some CP scripts, naming variables, documenting fiddly bits... and I ended up porting KQ4's to SCI11 with message resources instead of having it all in the script.
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This all looks so cool! I'm eager to see more :o
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Added an introducing paragraph ("In order to verify your legal ownership (*scoff*) [...]") and replaced the hardcoded plaintext master key with another hash. This removes the need to put the capitalized characters back in for later comparison, and taunts those who'd try to find out what I replaced "BOBALU" with. Hint: it hashes to 607.
I should work on the actual fkn game.
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Okay, here's some work on the actual fkn game.
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Hrmm...
(http://i.imgur.com/BzXth08.png)
Trying to approximate a good perspective with a slanted ceiling and such, plus downsampling from a higher-res render with a filter applied. Thoughts?
I wish I could draw...
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Looks pretty good. I take it that the figures are just to illustrate scale.
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Thanks, though I'm still not sure. The for scale thing seemed obvious, what with the numbers.
Edit:
(https://i.imgur.com/XbuV68o.png)
older image, but I was reminded of it just now.
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Are you asking about the relative sizes of the character? Can't you just measure the distance from floor to ceiling at various y's, and use those ratios?
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No, no I'm not. I'm wondering about this particular way to produce backgrounds, as opposed to for example isometric (http://sciprogramming.com/community/index.php?topic=1554.msg8998#msg8998) ala PQ1VGA.
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I prefer perspective.
As for the downsampling, things look a tad blurry, and the edges look a little "wavy". Not sure if the filter you applied is causing that, or what.
I've never been a big fan of the contrast between the pixelated characters and the "blurry" painted backgrounds in a lot of the Sierra VGA stuff.
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Okay, so no filter, because that's what caused the waves. Leave the high-res rendering for other post processes.
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Thanks, though I'm still not sure. The for scale thing seemed obvious, what with the numbers.
Edit:
(https://i.imgur.com/XbuV68o.png)
older image, but I was reminded of it just now.
Where's Ben?
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Ben's gone and rode off, as you can see by the lack of bike.
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(http://i.imgur.com/ThAXMds.png)
I feel like I'm on the right track here. Minor perspective tweaks in post, but not a whole lot else. You'll notice the room's not as wide any more.
Edit: kept forgetting to apply color grading. Ungraded version here (http://i.imgur.com/LujDiIH.png).
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The more vibrant colours are definitely better.
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This room's entirely done in Daz Studio, as are the title screen and introduction. Do you think I should redo the two GMod-based screens to match?
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While I like the reflections on the shiny floor, it does seem a bit incongruous with the sprites not being included and or blocking the reflections. The only thing that I can think of off hand is a 2nd view upside down and flipped with a dithered transparent color to create a reflection that follows the ego view, but that sounds needlessly complicated. You could always ignore it or tone down the reflection to not be so noticeable.
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Eliminating the reflections was already considered, along with more goofy shit on the walls. Thanks for the opinion, though. And the thing about remaking the Gmod-based screens?
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I definitely think this scene looks a little better than the GMod stuff. They can both work though. Your call.
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The only thing that I can think of off hand is a 2nd view upside down and flipped with a dithered transparent color to create a reflection that follows the ego view, but that sounds needlessly complicated.
It's super easy to do with Companion though :-) (flipping a view and applying a transparent dither). And just one small script on the reflection View to match the ego's x/y. Might not look good though.
The scene looks better than the GMod ones. And I like the more saturated colors better.
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Forget reflections, I just removed them altogether :)
(https://i.imgur.com/9V8KERC.gif) (https://i.imgur.com/8PZhI30.gif)
Tomorrow, I'll try to redo the Country Road scene.
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Nice fan animation!
It's super easy to do with Companion though :-) (flipping a view and applying a transparent dither). And just one small script on the reflection View to match the ego's x/y. Might not look good though.
KQ1SCI pulled it off nicely I think. And that was EGA. Course, it was water.
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(http://i.imgur.com/8tBa3TO.png)
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Trees and car look really great. Road maybe needs a better texture?
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Asphalt texture got stretched along with the road segments. I'd have to increase the tiling to compensate.
Perhaps I'll render two passes, one of them painted white, so I can mask in lines.
Okay, how's this?
(http://i.imgur.com/8tBa3TO.png) > (http://i.imgur.com/0SVqWQw.png)
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Road lines look too long. Maybe half the length?
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Well, that's the beauty of masks. I could make them wobble if I wanted to :)
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Lookin' guuuud.
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Thanks. There's just one problem: Noxico won the "what shall I work on" poll on Twitter so I'm honorbound to work on that until next Friday, instead of this.
Note to self for afterwards: mask out shorter lines, look into alternatives for car, look into credits slowdown, fix exiting from closeup.
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whoops I worked on Dating Pool after all.
(http://i.imgur.com/T1LNX27.png)
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Happy April 1st, folks. Have something not a joke. (https://logopending.tumblr.com/post/159070813783)
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Kawa: http://i.imgur.com/MytZOwb.png using my new "set custom title bar colors" kernel call, too!
Kawa: Plus, all the items have a name property set so it uses that instead of their object names, like "keyRing".
Kawa: Also cleaned out all the (use ...) lines on the room scripts.
Kawa: ...dumb idea: write the done button in the item cheat window in Felinese.
Letrune: Yeeees, do so! :3
Letrune: And do the NAMES in felinise if you cheat! :D
Kawa: You mean, specify and print the item names in felinese?
Kawa: I COULD...
Letrune: If you cheat, at least know felinise... :3
Kawa: Haaah
Kawa: http://i.imgur.com/ZCf158U.png then?
Letrune: Yes. :3
Tiny typo in the keyring name, but what can you do?
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Newly redone backgrounds for the space station, now with a different renderer.
(http://i.imgur.com/kpFuzDD.png)
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More graphical redo work, this time once more replacing GMod with Daz.
Before:
(http://i.imgur.com/vdhhHFg.png)
After:
(http://i.imgur.com/eeUHHaL.png)
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The lighting is much improved!
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Considering adjusting the character sprites a bit -- all the main character sprites are already done and ready for import, but I'm not doing the rest of the cast until this is judged.
(https://i.imgur.com/aJyknoi.png)
If nothing else, the hair better matches the 3D model.
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Right version definitely looks better to me. Just looks less.....sloppy? For lack of a better word. Not that it's sloppy, but the right one looks more polished and symmetrical.
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Thanks. Anyone else?
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I think that the one on the right looks more distinct, but I like the shorter hair of the one on the left.
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I find the one with short hair more appealing.
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The one on the right gets my vote.
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Unfortunately, the longer hair matches the 3D model better.
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I prefer the long hair, incidentally. But that's just my taste.
Ew...did I just say I have a taste in something to do with furries? *shudder*
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One of us. One of us. One of us. One of us. One of us. One of us.
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Ew...did I just say I have a taste in something to do with furries? *shudder*
LOL
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Heads up you guys. My birthday's coming up and I'm sitting on a newly-updated one day demo. I'm holding out for bug reports before I publicly release it.
Just like that I got a bug to fix. Plus a little dialogue tweak.
Edit: coming in hot...
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Happy birthday to me. Have that new demo. It's on here, and on my Itch.io page. The only difference is that the one here has my custom install/setup application, and the Itch version has a .Net-based launcher.
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I like the new cartoon panels and the new content in general. But that optional ending scene... it's too random whether you discover how to get it or not. You state directly somewhere that "this is not a Sierra game". That puzzle has Sierra written all over it. Plus you have already given the player a choice between different levels of raunchiness. Making the player do further work in order to see that scene seems unfair.
Edit: Actually, I liked the old intro pic better (with Ilira in a jacuzzi with a bottle of champagne).
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I'll see what I can do about discovering the "you can exit the car" part. I can totally adjust the title screen to have the crap on the ledge more visible, including the bottle -- I've learned a thing or two about lighting in the iRay renderer since then.
And I'll take the "Sierra written all over it" as a compliment ;)
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Very nice.
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Nice. And Happy Birthday!
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Over the weekend I put up a poll on Twitter, like I've done before, asking which of my projects I should exclusively focus on this week. The Dating Pool won.
So I took my sketches of the new two-screen apartment and got to work. I've been tweeting the process but I figured not everybody here's on Twitter, or if they are they don't necessarily follow me, so let me just show my work so far.
I think this needs more crazy shit on the walls, if only to mask the scars on the right wall where I cheated the tops of the door and closet in post.
(Edit: did the living room, updated the bath and bedroom.)
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Did a bunch of videos, of increasing production quality, about these rooms. You might've seen them on my Twitter, but just because I can here they are again.
https://www.youtube.com/watch?v=mctOhVGi5qg (https://www.youtube.com/watch?v=mctOhVGi5qg)
https://www.youtube.com/watch?v=Z834a7viS1Q (https://www.youtube.com/watch?v=Z834a7viS1Q)
https://www.youtube.com/watch?v=fzieScBKXsM (https://www.youtube.com/watch?v=fzieScBKXsM)
and the final take for today:
https://www.youtube.com/watch?v=SWQTx6ZzwgM (https://www.youtube.com/watch?v=SWQTx6ZzwgM) a complete and sudden drop in video production effort just barely above the first.
https://www.youtube.com/watch?v=IsYQT2vII1A (https://www.youtube.com/watch?v=IsYQT2vII1A)
bonus SQ3 shadow doit trace